title: Trouble Animating Quaternion Slerp
body: <p>I am attempting to animate a slerp from q1 to q2 for my FPS camera. I have a target somewhere in my world and I want the camera to pan from its current axis to looking at my target. From what I understand the way to do this would be to calculate a quaternion representing my current <code>(axis, rotation)</code> and a second representing my final <code>(axis, rotation)</code> then every frame increment the amount I interpolate between the two from 0 to 1. Is this the correct idea?</p>
  
  <p>What I don't understand is how to compute these beginning and end quaternions?</p>
  
  <p>My camera is pretty standard and has the usual member variables: </p>
  
  <pre><code>glm::vec3 position,forward, up, yAxis, target;
  glm::quat orientation;
  </code></pre>