1d2c1d2fa74272e43c670481e9fcf538821cb3a1
Due to ambiguity when decomposing the incoming skeleton joint matrix, it's possible for the returned quaternion rotation to be "flipped" from the perspective of prior/future frames due to the quaternion double-cover property. This would manifest as glitchy animations and subtly incorrect motion blur results during render. This PR implements the traditional mitigation of comparing with the prior frame's rotation data and negating the quat if necessary. An alternate method to instead compare with the rest positions was attempted but it still allowed flipped/discontinuous rotations for spinning objects like wheels and propellers. Pull Request: https://projects.blender.org/blender/blender/pulls/142026
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