detect mirrored matrix in transform lerp and use sub-optimal interpolation that maintains handedness
Bail on view-side matrix interpolation if rotation matrices are not orthogonal
Switch from doing linear interp to not interpolating at all when matrices are bad
Remove clone that is no longer necessary and rename variable for clarity
Merge pull request #149 from virtual-world-framework/branch/fix-mirrored-animations

Branch/fix mirrored animations