Classic Linear vs Dual Quaternion

How often do you use Dual Quaternion Skinning Method?

Notice
how Dual Quaternion method preserves the volume (very important). There is also a 3rd option
called Blended Weight where you can paint the DQ and CL influence on
bind mesh.

The dual quaternion smooth skinning method is designed to eliminate
these undesirable deformation effects. While linear smooth skinning
allows a mesh to collapse or shrink when a bone twists, dual quaternion
skinning helps to preserve volume in the mesh, creating more realistic
deformation in those problem areas.

BTW feel free to take a look into these wonderful tech demos on skinning & deformation.

Digital Humans: Crossing the Uncanny Valley in Unreal Engine 4 – GDC 2016

Take your time and go through this video! Some clever techniques here for ‪#‎mocap‬ facial animation. Looks like it’s time to stick my gopro on a head mount to do some perfomance capture and cross the uncanny valley (hehe)… As for the rig here since it is optimised and needs to be driven real-time in UE4, is fairly based on blendshapes and joints. The details come from the wrinkle maps and shading networks. I like the idea how they are using stereo camera to capture the facial performance in pseudo 3D, this helps in realistic facial animation! And yeah the blood flow gives added realism, but looks like they missed the skin pores and dynamics!

Bottom line is 3D facial scans (Blendshapes based on FACS + Multiple combination shapes) + Stereo facial performance capture + Texture Analysis + Dynamic Facial Shading + Realtime Rig Logic system to sync between Maya and UE4 …

Ted & Eva Pose Demo

Meet Puppeteer Lounge’s new characters Ted & Eva!

Click here to learn to animate with these characters in our Animation Workshop.
Click here to learn to rig with these characters in our Rigging Workshop.