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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++

Dual Quaternion Skinning with scale

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

Bulge free Dual Quaternion Skinning (Trick)

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

Implicit Skinning: Real-Time Skin Deformation with Contact Modeling

Dual Quaternions skinning tutorial and C++ codes

日本語版・Japanese version

In this entry I provide [  C++ codes ] to deform a mesh with the famous Dual Quaternion Skinning (DQS) deformer.

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