Design of a squash and stretch rig in Maya

デュアルクォータニオン スキニング チュートリアル・解説 C++

Dual Quaternion Skinning with scale

DQS with scale applied on the second to last joint. Left, globally propagates until the last bone, right, scale localized to each joint.
Skeletal animation, forward kinematic

Bulge free Dual Quaternion Skinning (Trick)

Left: standard DQS. Right DQS bulge correction (both use same automatic skin weight: "smooth bind" inside Maya).
[SIGGRAPH ASIA] Elastic Implicit Skinning

Implicit Skinning: Real-Time Skin Deformation with Contact Modeling

Dual Quaternions skinning tutorial and C++ codes

[Rigging] Tri-joint shadow weighting
Skin weight optimization (lagrange) (4)
Skin weight optimization (matrix form) (3)
Matrix form second attempt
Skin weight optimization (matrix form) (2)
(Matrix form first attempt)
Skin weight optimization (main)
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