+1 about what Enrique said about the flipping with 180 degree movement. I
would highly recommend using a weight map to blend between dual quaternion
and linear to address problem areas such a the fingers...they trend to get
funky when poised into a fist.
On Oct 29, 2014 5:09 AM, "Matt Morris" <[email protected]> wrote:

> Thanks for the info guys. I won't be moving the model null around
> (heresy!) and mostly envelope to nulls rather than bones, so will give it a
> shot. Good to hear its being used in production.
>
>
> On 29 October 2014 07:31, Enrique Caballero <[email protected]>
> wrote:
>
>> err meant to type weightmap not envelope
>>
>> On Wed, Oct 29, 2014 at 3:31 PM, Enrique Caballero <
>> [email protected]> wrote:
>>
>>> ive used it many times in production, i had no issues with it.
>>>
>>> just blend between dual quat and linear with an envelope and you should
>>> get some really nice deformation
>>>
>>> it flips when you rotate something past 180 though, so dont use it if
>>> your character is especially twisty
>>>
>>> On Wed, Oct 29, 2014 at 3:22 AM, Grahame Fuller <
>>> [email protected]> wrote:
>>>
>>>> Scaling should be OK, but don't touch bone lengths.
>>>>
>>>> gray
>>>>
>>>> From: [email protected] [mailto:
>>>> [email protected]] On Behalf Of Alan Fregtman
>>>> Sent: Tuesday, October 28, 2014 1:42 PM
>>>> To: [email protected]
>>>> Subject: Re: dual quaternion enveloping
>>>>
>>>> I seem to remember weirdness if dragging the model null around.
>>>> On Tue Oct 28 2014 at 11:02:25 AM Matt Morris <[email protected]
>>>> <mailto:[email protected]>> wrote:
>>>> Hi chaps,
>>>>
>>>> I'm very tempted to use this on some characters here, I read that it
>>>> does now support scaling, are there any remaining caveats still out there
>>>> to be aware of?
>>>>
>>>> Cheers,
>>>> Matt
>>>>
>>>>
>>>> --
>>>> www.matinai.com<http://www.matinai.com>
>>>>
>>>
>>>
>>
>
>
> --
> www.matinai.com
>

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