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Use of Quaternions for bone transform rotations to smooth rigged mesh volume.

Animation

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When using Blender, the Armature modifier has an option called, "Preserve Volume" which uses Quaternions to help rotated bones deform the mesh better. I would like to see Unity use the same technique for better deformations during animation.

Comments (3)

  1. 3fca6cd69982e55554b6bd9648b9ac69?d=mm

    polyflow3d

    Jan 19, 2018 14:16

    Dual quaternion skinning not guaranteed perfect skinning.Only corrective blendshapes help achieve it.

  2. Af67854d7e74da8c5b9a7a2b126b9ef7?d=mm

    Frank-1999-98K

    Nov 26, 2017 16:36

    I'm amazed too... the majority of games has skinned characters!
    my Models have been too horrible for a long time in unity.

  3. F1b3c204a104fd44718e144560e66e82?d=mm

    hedgehog90

    Oct 17, 2017 14:00

    I'm frankly amazed this isn't already implemented. Certain animations with a humanoid rig are simply impossible without this option.

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