Hey guys
I'm curious about whether any of you have any experience using dual quaternion skinning and what you think of the system. I haven't seen it in any games yet but there are many papers written on the subject and it looks like it puts our good old linear blend skinning to shame since it doesn't allow geometry collapsing. It's been around for some time now, and with its advantages, I'm wondering why it hasn't been implemented into games yet. As far as I know, it hasn't even been implemented into Maya or MAX by the developers, which I find odd considering Blender supports it. Here's a
link with some info about this system for those unfamiliar.
Cheers!
Replies
Just noticed your link was the one with the maya plugin link =]
And if I remember right, I think someone said there was a script or tweak you could do in Maya to use that. I might be mistaken though.
Biped on it's own won't be enough to give you a non-collapsing sweetie-wrapper effect, but you can avoid that by adding more bones in series in the limbs.
Non-linear skinning is more expensive at runtime, however you can get away with using less bones, so there is good chance that the two things cancel each other out.
I HAVE NO EVIDENCE OF THAT, it's just my line of reasoning.
neither do I have tested this, but I think the reasoning works.
the new graphics cards have more arithmetic power so that these techniques will become more and more popular with time I guess.
So, is there any hard data out there? (I know, 'it depends')
Gwot - Yeah, I know there are plugins, what I meant was that I find it odd how it's not supported natively. Just seems like a feature you'd expect in high end programs nowadays.
Mop - What kind of pipeline did you guys develop for using it? Did Splash Damage write plugins for max/maya to preview, or did you guys just weight the models and hoped it looked good in game?
A hard modeler mainly, but when I have modeled a character I have always found Max skin a little clunky and sometimes a bit of a fiddle to get thing looking just right.
Now with dual quaternion it seems I have another layer of control that so far I have had no luck with.
Those corporate 'shoow off vids' are kindof exasporating when they show it all working fine withought a clear instruction on how.