At some point the factory compound was updated to support scaling. The
current version of the scaling compound is 3.0 which one are you using ?

-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
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http://www.cappuccino-films.com


2013/11/12 Raffaele Fragapane <raffsxsil...@googlemail.com>

> By default DQ doesn't consider scaling. The original paper omits it too as
> it's not that common at bone anim level in games (which is what the paper
> focused on).
>
> We had the same issue with the DQ compounds when they were offered and we
> tested them, so we ended up cooking our own to account for scaling. It's
> not that hard to do, but it's more than just adding scaling up or
> downstream from DQ unaltered.
>
> As it's work done for Animal I can't disclose details, sorry about that,
> but if it's worth anything to you to know: it's perfectly possible with no
> noticeable effect on performance and not particularly hard to do.
>
>
> On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
> <sergio.muc...@modusfx.com>wrote:
>
>>  I have an interesting issue at hand. It seems that the shipping Dual
>> Quaternion Deformation ICE compound does not take into account scaling. I'm
>> using it for one of our rigs, and scaling down the rig scales things
>> properly, but the deformations on the mesh are still being calculated in a
>> non-scaled space, it seems (they are quite exaggerated when the rig is
>> scaled down).
>> First, I thought I could try fixing it myself by multiplying the
>> calculated deformations by the scale factor from the rig, but that didn't
>> work. I googled a bit, and found a Dual Quaternion Deformations 2 compound,
>> which seems to support scaling. I downloaded it, but it made no difference.
>> Taking a closer look at it, it's doing exactly what we were doing here to
>> fix the first compound (taking the matrix from the mesh, inverting it, and
>> multiplying it by the vector coming from the skinning nodes), but it made
>> no difference. The deformations are still not scaling down.
>> I turned off the ICE tree and re-enabled my envelope (it's still there, I
>> just mute it when enabling the ICE tree), and the deformations are ok there
>> (I just need to use DQ on this mesh, that's why I'm not using the
>> envelope), but re-enabling the ICE DQ deformer gives me the wrong
>> deformations.
>> Has anyone seen this before? Any known cures for this ailment? Thanks!
>> --
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>

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