dual quaternion skinning and skinCluster's 'Use Components'


#1

anyone else having trouble with this? I tried 2011 and 2012 and both appear to have the same problem:

If I have a rig, which is using Dual Quaternion skinning, if i try to add geometry as influence, paint some weight to it, and then turn on skinCluster’s ‘Use Components’ attribute, it scales the weighted part twice. as if i put ‘.scale 2’ on the piece of geo. If This is still in effect and I switch to Classic Linear, the problem disappears. Any thoughts?

Can’t wrap my head around this. This issue was in 2011, why is it still in 2012? Or is it supposed to not work with each other? - Why, I ask? ^^


#3

Thanks Shawn for clearing that up. I’m kinda disappointed of course, but i’ll try to live with it ^^

Honestly, I tried switching to DQ my previous rigs done with classic linear (and turning off the correctives for linear), and the deformations throughout the whole animations were better, would require less work, speed of the rig was the same, and frankly, i don’t see myself in the need of using classic linear anymore. I was thinking about using weight-blended, but when i saw that DQ doesn’t have an impact on speed, i didn’t.

That is to say, I didn’t hit an area yet, where I would get unwanted bulging because of DQ :slight_smile:

Well, back to helper joints. Thanks again for the input!

cheers


#5

I stumbled across this thread by chance but I sort of wish that the DQ method had some more documentation about this sort of thing in Maya (or if it is mentioned that it was mentioned in a more useful place, like the smooth weighting dialogue options page).

All that would need to be added is brief explanation that DQ and influence objects don’t play nice and you can get around these by using weighting blending. And the joint scaling thing too.

Once we’re informed of the limitations then we can make an informed decision about whether to use something.


#6

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