I have a Transform that is rotated to some XZ dirrection and I now want to rotate it (over time which is why I get a start and end quaternion) by it’s local X axis.

Unfortunately, it seems to still be rotating by a global rotation instead of a local IE: Units looking ‘forward’ along Z have their angles towards ‘up’ correct, but units looking ‘backwards’ along Z have their angles pointing ‘down’

```
Quaternion _startQuaternionVertical = RotationTransformVertical.rotation;
Quaternion _endQuaternionVertical;
...
lowerAbsoluteValue = CalculatedAngleBasedOnGravityOffsetAndVelocity;
...
_endQuaternionVertical = _startQuaternionVertical * Quaternion.AngleAxis( lowerAbsoluteValue * Mathf.Rad2Deg, RotationTransformVertical.right);
```