Hey guys,
I’ve been looking at some of the newer Maya features and saw dual quaternion skinning on one of the autodesk area blogs…
Dual quaternion skinning: Traditional smooth skinning in Maya uses linear skinning to make a mesh follow a character’s joints. In areas such as a wrist or elbow, this method can result in a ‘bow tie’ or ‘candy wrapper’ effect where the mesh loses volume as a bone twists on its axis. Dual quaternion is a new method of smooth skinning designed to eliminate these undesirable deformation effects. A new menu in the Smooth Bind Options window (and in the skinCluster) lets you select whether to use classic smooth skinning, dual quaternion skinning, or blend between both methods at a vertex level on the same character.
Kind of picked up my interest there. So I’m wondering, has anyone been using this, and does it deliver? I’m upgrading to 2012 soon, a bit curious…