I want to tween camera
position while rotation.
Here is my function:
function moveAndLookAt(camera, d
In your code
// rotation (using slerp)
(function () {
var qa = camera.quaternion; // src quaternion
Change it to
qa = new THREE.Quaternion().copy(camera.quaternion); // src quaternion
The way you do it, qa is the same as the camera quaternion, and it feeds back in the slerp calculus. It must be a constant variable.