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Problem with dual quat


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When our animation artist export charactor animation from maya and try to view in modelviewer,

some need to check the dual quat, but other did not.

why that happen? what's the meaning of dual quat, and when we need to use dual quat?

 

at the same time, when we view the model from modelviewer,

there are some black hole on body, it's seem that the normal get wrong, but we have check

everything goes well in maya, why that happen?

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  • 3 weeks later...

Dual quaternion skinning is described in the technical report "Dual Quaternions for Rigid Transformation Blending" by Kavan et al.

http://www.scss.tcd.ie/publications/tech-reports/reports.06/TCD-CS-2006-46.pdf

 

You can enable/disable using dual quaternion using console command: render_use_dual_quaternions

0 is not to use

1 is to use

 

Please, see the following documentation: Console/Render Settings/Optimization Settings

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  • 3 weeks later...

thanks, but here our problem is like that, there are 2000 frames for our skinned animation.

if we export it form 0 to 2000, it seems that the 1911st frame has some problem, but if we

export from 1900 to 2000, the same frame that will be the 11st frame is ok! why that's happend

how should we do. the two pictures will explain what I mean.

post-71-087182200 1288861945_thumb.jpg

post-71-077219200 1288864000_thumb.jpg

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Is it single .smesh or .smesh with .sanim?

In case of single .smesh file you should export bind pose on zero animation frame.

In case of .smesh with .sanim you also should have correct bind pose on zero .smesh frame.

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we export with seperated .smesh and .sanim, and we did have correct bind pose on zero .smesh frame.

what we exactly do is export zero bind pose frame as .smesh file, and the left frames as .sanim file.

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  • 6 months later...

We are bothering here with very similar problem.

Skinned mesh with aprox. 18K verts is getting messed up in some places during few frames of the animation.

Everything looks fine in 3dsmax (work in progress). We've tried exporting mesh with bind pose + sanim, exporting smesh with animation.

It seems that problems are less visible while exporting only few frames of the whole file.

 

Bone affect limit is set to 4. Any ideas ?

post-317-0-32948000-1306404431_thumb.jpg

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