jiankang.yao Posted September 28, 2010 Share Posted September 28, 2010 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? Link to comment
Guest extaliones Posted October 14, 2010 Share Posted October 14, 2010 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 Link to comment
jiankang.yao Posted November 4, 2010 Author Share Posted November 4, 2010 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. Link to comment
frustum Posted November 8, 2010 Share Posted November 8, 2010 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. Link to comment
jiankang.yao Posted November 9, 2010 Author Share Posted November 9, 2010 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. Link to comment
lukasz.pala Posted May 26, 2011 Share Posted May 26, 2011 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 ? Link to comment
manguste Posted May 27, 2011 Share Posted May 27, 2011 Please send us your model at support@unigine.com so we can do some testing. Link to comment
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