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Quaternion, eulerAngles, localEulerAngles Driving me mad

Hi, I have a reload animation that i want to Slerp slightly, I've tried using Quaternion because I thought it alway taken the shortest route? I have 2 Quaternion, 1 (3,964, -176.115, 0, 0) and (0,-176.115, 0, 0) but when using Slerp it goes the long way around. I've tried eulerAngles and localEulerAngles and seem to get the same results. Here is a snippet of my code. Any help would be greatly appreciated .. var _reloadRotation : Quaternion; private var _transformsRotation : Quaternion; private var j : float; function reloadLerpPosition () { _transformsRotation = transform.rotation; j = 0; while(j < 1) { j += Time.deltaTime/0.6; j = Mathf.Clamp(j, 0, 1); transform.rotation = Quaternion.Slerp(_transformsRotation, _reloadRotation, j); yield; } }

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