The bone lenght shouldn't be a problem, it not used in the deformation, only the SRT are.
> Le 13 nov. 2013 à 05:11, Eric Thivierge <ethivie...@hybride.com> a écrit : > > After you import an ICE Compound to the ICE Tree, right click on the node and > go to properties. You can see the version number in there. Yes the highest > versioned compound is used as well. > > The rig is probably changing bone lengths instead of scaling which is > probably where you're hitting the problems. > >> On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote: >> Hmmm... interesting. There are three DQ compounds in there. What would >> appear to be a 1.0 (since it has no version number), a 2.2, and a 3.0. >> There are differences internally for each compound version, and after >> examining the files I've been working on, it seems we've been using >> v3.0 (even though there are three DQ compounds in the folder, only one >> is displayed in SI's node list, which I guess means SI will list the >> one with the highest version number). >> >> >>> On 12/11/2013 12:09 PM, Grahame Fuller wrote: >>> V3.0 was added quite a while ago. Right-click on the compound in the preset >>> manager and choose Open Containing Folder. What's the version number on the >>> file name? >>> >>> gray >>> >>> From:softimage-boun...@listproc.autodesk.com >>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino >>> Sent: Tuesday, November 12, 2013 11:58 AM >>> To:softimage@listproc.autodesk.com >>> Subject: Re: DQ Deformation compound and scaling... >>> >>> I guess you're talking about SI 2014. We're on 2012, so no go for us on >>> this one. >>> Thanks! Still good to know. >>> >>> [cid:image001.gif@01CEDFA0.08A007F0] >>> >>> On 12/11/2013 11:56 AM, Grahame Fuller wrote: >>> >>> Right, the shipped version 3.0 should support scaling, but it doesn't >>> handle animated bone length. >>> >>> >>> >>> gray >>> >>> >>> >>> From:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com> >>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou >>> Lyazidi >>> >>> Sent: Tuesday, November 12, 2013 12:42 AM >>> >>> To:softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> >>> >>> 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 >>> <raffsxsil...@googlemail.com<mailto:raffsxsil...@googlemail.com><mailto:raffsxsil...@googlemail.com><mailto: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<mailto:sergio.muc...@modusfx.com><mailto:sergio.muc...@modusfx.com><mailto: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! >>> >>> -- >>> >>> [cid:image001.gif@01CEDF9E.37293F80] >>> >>> >>> >>> >>> >>> >>> >>> -- >>> >>> Our users will know fear and cower before our software! Ship it! Ship it >>> and let them flee like the dogs they are! >