You can correct that though as I said by figuring out the angle between the two objects, and then using that to calculate exactly where you want to put the interpolation value for aligntovector.
Actually, I think alignto vecotr uses quaternions.
So, what you would do is do a dot product to calculate the difference between the two orientations. This will be a value between -1 and 1. I forget what the values mean at the moment, but one of them means the two orientations are the same, and one means they are pointing 180 degrees away from eachother.
Anyhow once you know that, you know if the orienations are say, 10 degress off from one another. And when you know that, you can determine just what to put in aligntovector to either move it a little way towards the target orientation, a lot of the way, or all of the way.
Thus you won't have a problem with it slowing down. But you do want it to slow down as it reaches it's detination. But I think you want a cosine based slowdown, not something like an exponential falloff which you'll get with jhocking's method where the orientations will get closer and closer together but never match up.
Actually, I think alignto vecotr uses quaternions.
So, what you would do is do a dot product to calculate the difference between the two orientations. This will be a value between -1 and 1. I forget what the values mean at the moment, but one of them means the two orientations are the same, and one means they are pointing 180 degrees away from eachother.
Anyhow once you know that, you know if the orienations are say, 10 degress off from one another. And when you know that, you can determine just what to put in aligntovector to either move it a little way towards the target orientation, a lot of the way, or all of the way.
Thus you won't have a problem with it slowing down. But you do want it to slow down as it reaches it's detination. But I think you want a cosine based slowdown, not something like an exponential falloff which you'll get with jhocking's method where the orientations will get closer and closer together but never match up.