I've got a few questions regarding quaternions:
1 - What does "angle between quaternions" mean?
2 - What does a dot product between quaternions mean.
For my animation importer I did a small trick in order to reduce redundant key frames. I compute the derivative of Translataion/rotation/scaling data and if that derivative is the same as the one for the previous point, I remove that point. of course for quaternion the derivatives shouldn't (or should it) be (q1 - q0) / dt, any ideas how the derivative should be computed?