Dual Quaternion support

ok for what i read on some places unreal used to support Dual Quaternion, but later it was dropped and longer support it, then i would love to have it back at last a option when importing a 3d model with joints to the user choose to "enable or not Dual Quaternion support in the import options screen like when you have things like morph target and others things, because the “current used way” while overal is fine when comes to "animate characters and “realism” Dual Quaternion can be much better and make things bender in a much more precise way and work much better when combined with corrective morphs, then since unreal is focusing more in movies and animations, having some "improviments on that front would be awesome, currently to have that option enabled i’m forced to use a "user made mod:…/tree/4.24-mod

to enable usage of Dual Quaternion inside unreal and for what i read many others programs, like maya, blender does use it and only unreal not support it.
here a good discussion over it:…ages-inside/p1

and here a very old video over it:

i would love to have it back (if unreal had it in the past), or be added in the future.


I’m supporting this request and want to add that Dual Quaternion Support is absolutely necessary for DAZ Characters to work correctly with UE4
as DAZ is state of the art regarding character creation, simulation and animation.

There is no way around it and no other tool out there that is as capable as DAZ3d when it comes to creating and animating realistic humans and it should be taken into consideration by Epic, esp. when even some DAZ plugins are being sold here at the marketplace, that absolutely rely on Dual Quaternion Support for a full experience.

The code is even there, but it’s only for version 4.24 and I don’t know how to implement it for 4.25. The problem is that the developer responsible for it doesn’t maintain it anymore…

yeah would be cool to have it in unreal because it could improve a lot animations specially for “more realistic bends and human anatiomy, daz already have a good corrective morphs sytem but it only shine when combed with the dual quaternion” which improve a lot how things can bend and distort and is really weird the fact which unreal don’t have support for it when almost everyone else do have.

Maybe someone from Epic can take a look into this and tell us what to change in the code for it to work properly with UE 4.25:

Throwing my hat in this request. I’m currently fighting collapsing geometry in the upper arm.

I was having pinching at the shoulder joint with one bone.

I have updated my rig to use two upper arm bones, but even still the upper arm is still shrinking when there’s any twist between the shoulder and elbow joints.

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I’m the author of the DQ mod mentioned in the first post. I’d love to be able to add it and maintain it to UE4, but when I asked the UE team, they said the original kept getting out of date and it wasn’t worth keeping despite offering to maintain it. I do maintain my github mod. It’s just sometimes I’m busy or don’t know a new release is out. It’d be great if it could be included in UE4 proper.


This will be really helpful for the movie making part of unreal indeed!

me too, would be really good if epic team would allow it to become a “pluging” to be placed in market like many others, rater than have to do this “rebuild way” everytime a new version is out.


Can I add a +1 to this please. I’d love a dual quaternion skinning plugin.

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Unreal is best, but this is feature I’m kind of missing - LBS/DQS options while importing would be like total awesomeness.