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デュアルクォータニオン スキニング チュートリアル・解説 C++
標準的なスキニング (クラシック リニア)の実装をDual Quaternionsに変換する方法 - 09/2021 - #Skinning
Dual Quaternion Skinning with scale
Properly handling scale transformations with dual quaternion skinning - 11/2016 - #Skinning
DQS with scale applied on the second to last joint. Left, globally propagates until the last bone, right, scale localized to each joint.
Skeletal animation, forward kinematic
Cheat sheet, common matrix operations associated to linear blending skinning - 11/2016 - #Skinning
Bulge free Dual Quaternion Skinning (Trick)
A quick hack to correct the bulge of Dual Quaternions Skinning (DQS) - 09/2016 - #Skinning
Left: standard DQS. Right DQS bulge correction (both use same automatic skin weight: "smooth bind" inside Maya).
Elastic Implicit Skinning: a Robust Iso-Surface Tracking for Interactive Character Skinning
Character animation with Elastic Implicit Skinning official project's page - 09/2014 - #Skinning
Implicit Skinning: Real-Time Skin Deformation with Contact Modeling
Character animation with Implicit Skinning official project's page - 05/2013 - #Skinning
Dual Quaternions skinning tutorial and C++ codes
How to convert a standard skinning implementation to Dual Quaternions - 03/2013 - #Skinning
In this entry I provide [ C++ codes ] to deform a mesh with the famous Dual Quaternion Skinning (DQS) deformer.
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