How would I be able to check this? I'm using the stock compound that comes with SI 2012, and the one we got from the web called "Dual Quaternion Deformation.2.0.xsicompound". The latter didn't improve things.


On 12/11/2013 12:42 AM, Ahmidou Lyazidi wrote:
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 ?

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Ahmidou Lyazidi
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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!
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