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This PR fixes a bug where skeletal animation would occasionally "jump" or appear broken for a single frame.

The sample_track function was using a simple LERP for quaternions without checking for the shortest path (polarity) or normalizing the result. If two keyframes had opposite polarities, the interpolation would pass through the origin, causing the transformation matrix to collapse.

To fix it, we can add a dot product check to ensure the shortest path is taken.

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