Dual Quaternion Skinning Deformer


#1

Hi all
I’ve developed a plugin for maya that implements the dual quaternion skinning technique shown here. The main feature of this deformer is that only the deformed parts are recomputed (and not all the mesh like usually) and this speeds up the process.
If you are interested here are the sources and the compiled plugin (only for linux64 and maya 2009)

http://code.google.com/p/dqdeformer/

:slight_smile:


#2

Any relation to this?

Or what are the differences between yours and the linked one? If any?


#3

My version is quite faster: for the mathematical operation it doesn’t use the maya library (witch is really slow) and it recomputes only the part of the mesh that is interessed by the deformation.

A small video that shows the differences between dual quaternions and maya skinCluster:
http://www.vimeo.com/2971775


#4

Thank you for this.


#5

Is is possible to get a 2008 version (and windows version)?


#6

It will be up soon (I hope)
:slight_smile:


#7

This looks very interesting. A Maya 2008 version would be greatly appreciated! :slight_smile:

Cheers!


#8

Hey Michele,

Is it possible to turn the DQ solver on and off [u]per joint[/u] similar to XSI 7.0's DQ ICE compound (example video [here](http://webrel2.softimage.com/open/video/xsi7/02_Deformation_Dual_Quaternion_Skinning.flv))? A major limitation of Guido DeHaan's plugin was that the DQ solver effected the entire skeleton, thus preventing you from using a mix of solver types depending on the situation (knee vs. shoulder deformation).

+1 vote for a Maya 2009, Win x64 compile :)

Thanks for sharing your work with us!
-mental :surprised


#9

+1 vote for a Maya 2009, Win x64 compile

+1 from me :slight_smile:


#10

I’ve compiled versions for 2008 and 2009, 32bit and 64bit. These are untested by me. Not much of a rigger :wink:

Micle, where should I put them? Would you host them on your site?


#11

hey there, could u upload the compiled versions somewhere on the net?

thanx


#12

i loaded the x64 2009 plugin compiled from ticket1 (thx by the way), it load without errors, but after the “createSceneSkinClusterDq;” command errors occurr, unknown nodes :frowning: in 2008 it works fine


#13

Any news regarding the Win x64 Maya 09x64 version?


#14

Any news regarding the Win x64 Maya 09x64 version?

would be interested in that, too.


#15

btw. how does this plugin compare to the DQ_skinning in maya2011 ???

i could somehow imagine , that it is faster than the “latest invention of autodesk” … on the orher side , any chance for CUDA support ( GPU_skinclusters … :slight_smile: )


#16

In de video it looks like at some frame when the DQ box is doing a bicept flex, the algorithm goes wack and twists the mesh… What causes this ?


#17

In de video it looks like at some frame when the DQ box is doing a bicept flex…

you mean at ~0:26?
I reckon he keyframed (in time) two scenarios. one for the twist (1-140 f), the other for the bulge (behind that) and he is scrubbing from frame 1 on.

Oh there is another at 0:30…

what I would miss badly with this Plu-In, is the lacking opportunity to update weights via the component editor:-(


#18

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