Member rb452k Posted May 6, 2009 Member Report Share Posted May 6, 2009 Just thought about this. Here's an example of dual quaternion skinning: http://isg.cs.tcd.ie/projects/DualQuaternions/ good example of the difference between linear & dual quat here: http://www.youtube.com/watch?v=LoVVM6moID8 I think this would be good for posing voxel sculpts without losing volume. What do you think? Cheers! rb452k Quote Link to comment Share on other sites More sharing options...
Member rb452k Posted May 8, 2009 Author Member Report Share Posted May 8, 2009 Bumping this so andrew sees it Quote Link to comment Share on other sites More sharing options...
Javis Posted May 8, 2009 Report Share Posted May 8, 2009 XSI is very handy in this regard. It was one of the reasons I was switching over to it. The other reason was, it wasn't owned by AD at the time. Now they do, and now I don't have any interested in it, lol. Anyway, I would love to see something like this in other packages. But I'm just not certain how it would apply to 3DC. Could you give some examples of why you think it is needed in 3DC? Quote Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted May 11, 2009 Advanced Member Report Share Posted May 11, 2009 I dunno how usefull this would be, you'd need a toggle so you could turn it on and off. It makes a huge mess of some joints. would it really help when its so easy just to rebrush the joint. I have to admit tho its pretty damn sweet tho XSI is very handy in this regard. It was one of the reasons I was switching over to it. The other reason was, it wasn't owned by AD at the time. Now they do, and now I don't have any interested in it, lol. XSI's great indeed. AD has maintained the dev team so hopefully it will keep being good. That license must have cost you some. im suprised your so flippant about abandoning it. Quote Link to comment Share on other sites More sharing options...
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