Quaternion Slerp is making me mad

Quaternion initial = Quaternion(90f, 180f, 0f, 1f); Quaternion ending = Quaternion(90f, 263.3441f, 0f, 1f);

float cameraPos = Mathf.SmoothStep(0.0f, 1.0f, (Time.time - startTime) / someTime);

cardCamera.transform.rotation = Quaternion.Slerp(initial,ending, cameraPos);

This will not rotate my camera. It is supposed to rotate my camera smoothly over a period of time from a starting to ending rotation, but it just snaps the camera to a strange rotation. The only thing I can think of is the construction of the Quaternion is done in degrees. It's been years since I've mess with this stuff so please assume I have the grasp of an infant.

Quats are x,y,z,w, where x,y,z define an 'axis' and w is related to the angle around that axis. That axis should also be normalized, so none of those numbers should be greater than one. Look at this reference to see what you can find: http://unity3d.com/support/documentation/ScriptReference/Quaternion.html

But you may want to instead use RotateTowards() on your camera.

To elaborate a bit, you don't want to construct quaternions manually that way, and the elements are not angles. DaveA is close with his description, except that the x, y, and z elements, while being parallel to the (unit-length) axis of rotation, won't necessarily be unit length. (The quaternion itself, however, will be unit length.)

If you want to create a quaternion from a set of Euler angles, however, you can write:

Quaternion initial = Quaternion.Euler(90f, 180f, 0f);