IEnumerator RotateSloth(Vector3 rotation, float animTime, AnimationCurve animCurve) {
//_rigidBody.AddTorque(rotation,ForceMode.Impulse);
float prevI = 0;
for (float i = 0; i < 1f; i += Time.deltaTime / animTime) {
float curI = animCurve.Evaluate(i);
//Get i difference
float Idiff = curI - prevI;
//rotate sloth accordingly
transform.Rotate(Idiff*rotation);
//Debug.Log("idiff : " + Idiff + " final rotate : " + Idiff * rotation);
yield return null;
prevI = curI;
}
}