Imagine a globe (sphere). I have Point A (Miami FL) and Point B (Portland OR). I would like to rotate the globe so that:

The position of the globe and main camera do not move

Point A ends up where Point B was

The globe rotates along the an axis that runs through the center of the sphere and is normal to the plane created by Point A, Point B, and the center of the sphere.

I have been using Quaternion.FromToRotation but I have not been able to come up with a good solution.

Any suggestions?

Thanks,
Mike

Edit:

Vector3 pointA;
Vector3 pointB;
GameObject sphere;
//What should I put here?
sphere.transform.rotation = resultRotation

I hope i understand it right. If so i had a similar problem yesterday.

I used this:

Quaternion rotation = Quaternion.LookRotation(targetVector);
Vector3 point = new Vector(x,y,z);
point = rotation * point ;

Also instead of using a Vector you rotate it should work if you use the rotation on a
transform.rotation of a GameObject.

Edit:

So i played around a little bit.
I added one sphere in the middle of my scene, and two cubes.

// the cubes
public GameObject pointA;
public GameObject pointB;
// the sphere
public GameObject globe;
Quaternion rotationA;
Quaternion rotationB;
void Start()
{
// get the start rotation of the points
rotationA = Quaternion.LookRotation(pointA.transform.position);
rotationB = Quaternion.LookRotation(pointB.transform.position);
}
void Update()
{
// here the sphere rotate from point a to b
// to make the cubes follow the sphere, you have to calculat there position,
// or put the gameobjects from the cbes inside the sphere
globe.transform.rotation = Quaternion.Slerp(rotationA, rotationB, Time.time * 0.1f);
}

cnc guy helped answer my question. This is the code I ended up with. It allows a user to grab a point on a sphere and rotate the sphere from that point.

Is there a simple way to modify this solution to constrain the globe to stay right side up? Meaning, I want to keep the North Pole at the top instead of it ending up getting spun on its side. I guess it would spin on itâ€™s Y and X axis but not Z. Thanks.