3 Frames for 3 skinning methods: Classic Linear (Red Outline), Dual Quaternion (Green Outline), Weighted Blend of the two (Blue Outline).
There are still some deformation problems under a small number of poses, but most of those can be improved simply by altering the pose a bit. At any rate, the Dual Quaternion blending did bring some excellent improvement to the shoulder areas, as well as the fingers. With a bit of adjustment to the verticies, I was able to remove the excessive bulging that the previous setup had when exposed to dual quarternion. The painted weight blending the two also allows me to keep it from applying to the knees and elbows while still applying to the pit bend of both.
There are still some deformation problems under a small number of poses, but most of those can be improved simply by altering the pose a bit. At any rate, the Dual Quaternion blending did bring some excellent improvement to the shoulder areas, as well as the fingers. With a bit of adjustment to the verticies, I was able to remove the excessive bulging that the previous setup had when exposed to dual quarternion. The painted weight blending the two also allows me to keep it from applying to the knees and elbows while still applying to the pit bend of both.
Category Scraps / Miscellaneous
Species Unspecified / Any
Size 720 x 720px
File Size 518.3 kB
Listed in Folders
Yeah, weighted blend is definitely my favorite. But, the best part is that I don't actually have to choose! I figured out that the the skinning node's skin method works in such a way that it can be changed at any time! It'll even keep the weights stored if I switch the node over to classical linear. I could go back to any of my previous figures (like Rederick) and use the weight blend without having to redo anything. There is some advantages to adjusting the mesh to play nice with one or the other, though, so it wouldn't look quite as good as if I had made it with the weight blending known.
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