GDC 2016: “Math for Game Programmers: Rotational Joint Limits in Quaternion Space” by Gino van den Bergen of Dtecta gdcvault.com/play/1023558/Math

This presentation had a lot of background, whereas the actual technique was presented pretty quickly.

The technique is:

1. Reduce the 4-dimensional space of quaternions to 3D by just dropping the real component (you can always get it back because there are only 3 degrees of freedom in a rotation quaternion)

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