unity and dual quaternion skinning

unity and dual quaternion skinning

Hello all,nice to meet you :smile:
I would like to ask some questions about unity^^
(please note that my programming knowledge is next to zero :roll_eyes:)

Can unity use skinning with dual quanternions?

here’s a link
http://isg.cs.tcd.ie/projects/DualQuaternions/

i think that unity doesn’t support that feature,
but is it possible for someone to code and add it?
or he would need the source code to do so…

thanks for your time:)

No, I don’t think Unity supports that. You probably could implement that, but it would be way slower than built-in skinning, so better try using build skinning. It’s enough for most people, can’t you get away with it?

Hi and thanks a lot for replying

Some characters will have to do animations that look really bad with standard skinning.

my other problems are that i have a lot of characters,
so it would be best to get away with a nice biped rig (dqs works great with bipeds,at least inside softimage)

the other is that i can’t find a tutorial (and i have looked at lot of them) on rigging game characters that shows use of extra bones to help some problematic areas,sure there are some but not for game engines…
(my main area is polygon modeling,i have limited knowledge on rigging and animating)

knowing that eventually i can have a programmer to implement that feature in unity is a big relief :slight_smile:
if anyone knows a definite answer please let me know :smile:

Paulius thanks again :slight_smile:

This method looks seriously powerful !

Even if skinning artifacts can be limited by a good rigging, some gestures and animation interpolations are never safe from this kind of twisting.
This solution would be great in that effect. I’m curious to see how much an average impact to framerate (by a %) would it be …

the image shown on that page though is very missleading. If you rotate bones in a way that they in reality never could, why do they expect the skin to behave in a way that it in reality never would either? (in reality the bones would be scattered and the skin ripped apart if you rotated the arm 360°+ along the length axis and the skin follows this expectations correctly by reducing to a singular point …)

Also as nomad mentions, good rigging reduces the chance of it to happen even further.

probably 50%drop,yup thats a lot,but it depends…

yes its powerful,i tried that method in softimage
and is was really really nice:smile:

im concerned if its really doable in unity though

i wish i knew how to code :stuck_out_tongue:
hopefully my interaction with unity will teach me something…

50% ? Argh … way too much :frowning:

n0mad, yeah if my number is right, it’s a bit much,however i would still like to use it
who should i ask if its possible?

anyone is willing to help?

please note that im a one man band with no resources right now
but i would like to know if its possible and if someone can do it

so when the time comes and i have the money needed
to be able to do it, thanks a lot^^

Doesn’t look to expensive in terms of computing power, most of the magic happens in the shader

hopefully you are right about that steego,
anyone willing to help?

edit:
i just noticed…
that paulius is a super moderator here :roll_eyes: O_o
so probably it is possible

i pm’d a couple of fellow members here but with no luck, :expressionless:

As a professional rigger for feature animated movies I can say it will be a great feature to Unity3D :slight_smile:

I’m waiting to use Unity until this is implemented :3

Bump.

I wait for that feature too. It is not a big deal to implement that. I’ve implemented it in one of the Flash 3d engines on the GPU last year and was very pleased with the results :slight_smile: