Right, the shipped version 3.0 should support scaling, but it doesn't handle 
animated bone length.

gray

From: [email protected] 
[mailto:[email protected]] On Behalf Of Ahmidou Lyazidi
Sent: Tuesday, November 12, 2013 12:42 AM
To: [email protected]
Subject: Re: DQ Deformation compound and scaling...

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
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com

2013/11/12 Raffaele Fragapane 
<[email protected]<mailto:[email protected]>>
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 
<[email protected]<mailto:[email protected]>> 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!
--
[cid:[email protected]]



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