Description: We're going back to our Bone and Skinning example to convert all the matrices into Dual Quaternions. Get to see how to use DQ to handle regular rotation and translation with our bones then learn how to use it to skin our mesh to follow the bone position. Spoiler alert, how you use DQ is almost the same as Matrices but you get less data with faster performance.
toji/gl-matrix#221 /~https://github.com/stefnotch/gl-matrix/blob/master/src/gl-matrix/quat2.js https://www.cs.utah.edu/~ladislav/dq/dqs.cg /~https://github.com/robertsdionne/animus/blob/master/src/animus.html