Dual Quaternion finally landed on 3dsmax!

27 votes

3dsmax has linear vertex blending for skinning by default, this causes a lot of artifact during bones rotation, especially
the classic candywrap effect. Dual Quaternion skinning mantains volume a lot better, BUT it cannot be used alone as general solution. In some situations you still would like to mantain linear skinning AND with XrayBlendSkin YOU CAN!
You can even paint the amount of Dual Quaternions influence.
Features:
- Dual quaternion skinning to avoid candy wrap artifacts
- Interactive bind between linear and dual quaternions.
- Paint blending
- Mirror tools also keep in consideration blend weight

For more information visit the link:

http://www.raylightgames.com/xrayble...BlendSkin.html

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gentos's picture

very interesting …I like ...

very interesting …I like ...

Dee81's picture

I checked out the site and I

I checked out the site and I can say I like it. 15 Euros is quite a reasonable price for such a good product.

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JokerMartini's picture

When is this going to ship

When is this going to ship and be default in 3ds max?

John Martini
Digital Artist
http://www.JokerMartini.com (new site)

ikerclon's picture

http://www.raylightgames.com/

http://www.raylightgames.com/xrayblendskin/XrayBlendSkin.html

This is the fixed link ;-) 'Dual Quaternion' algorithm gives you, in general, better deformations on your skins. It helps to keeo the volume, and this is more noticeable when you twist the chain. Here you have the original papers and description:

http://isg.cs.tcd.ie/projects/DualQuaternions/

Ficolo, your tool looks very smart to me as you can decide where you want to use each solution. Looking forward to a release :-)

br0t's picture

hi, first your link does not

hi,
first your link does not work "Welcome to 404 error page!"
but this sounds interesting. what exactly is a "dual quaternion" skinning method? Any chances of releasing this publicly and if yes for what price?

Cheers

Never get low & slow & out of ideas

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