Interpolate between all of the quaternions given in <code>qs</code> via iterative non-spherical linear interpolation using the
specified interpolation factors <code>weights</code>, and store the result in <code>dest</code>.
<p>
This method will interpolate between each two successive quaternions via {@link #nlerpIterative(Quaterniond, double, double)}
using their relative interpolation weights.
<p>
Reference: <a href="http://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions#answer-62356">http://gamedev.stackexchange.com/</a>
@param qs
the quaternions to interpolate over
@param weights
the weights of each individual quaternion in <code>qs</code>
@param dotThreshold
the threshold for the dot product of each two interpolated quaternions above which {@link #nlerpIterative(Quaterniond, double, double)} performs another iteration
of a small-step linear interpolation
@param dest
will hold the result
@return dest
Interpolate between all of the quaternions given in <code>qs</code> via iterative non-spherical linear interpolation using the specified interpolation factors <code>weights</code>, and store the result in <code>dest</code>. <p> This method will interpolate between each two successive quaternions via {@link #nlerpIterative(Quaterniond, double, double)} using their relative interpolation weights. <p> Reference: <a href="http://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions#answer-62356">http://gamedev.stackexchange.com/</a>
@param qs the quaternions to interpolate over @param weights the weights of each individual quaternion in <code>qs</code> @param dotThreshold the threshold for the dot product of each two interpolated quaternions above which {@link #nlerpIterative(Quaterniond, double, double)} performs another iteration of a small-step linear interpolation @param dest will hold the result @return dest