I implemented the dual quaternion skinning in UE4 and tried it but it has a number of other problems (doesn’t support scaling, for one). Bulging knees aren’t that much better than collapsed legs in my eyes.
What would be ideal is implementing “Optimized Centers of Rotation Skinning” because it fixes both problems, and is fairly easy to implement, but it’s patented by Disney so without movement by Epic getting a license, it’s not something we can do for commercial purposes, and thus not really worth working on even as a proof of concept.