Dual Quaternion support

yeah after some more tests i did notice which by using jcm’s you can fix a lot of those issues but it’s requires a lot of extra jcms to be created for this specific stuff and also the issue can be countered a little based on each model you are using for exemple some outfits like a full body suit and delete the base skin mesh inside and “deform” then some of then actually works well here’s a exemple:


in this case the buge issue is much less visible still there but more doable, some meshes are better than others at dealing with it, but without any doubts after some tests i find out which the best soluition without the DQ is really jcms for exemple here the daz g8 character just posing it again here’s is how it’s normally look:

even with the base jcms you get from daz you can still get issues, now i learned something interesting i’ve transfered some “pose controls/morphs” from daz which while inside daz they work’s like really pose controls where you use then to “rotate” the character, when export to outisde daz they “turn into morphs” then when you apply “those morphs” here the result:

as you can see a huge difference, the “knee up” morph actually make the knee bend looks almost perfect in every way where’s the normal rotating bones just make the mesh go really ugly, then indeed if we could use some of those “poses” morphs as base to create some jcms maybe indeed it can be done, the fixing stuff just using the jcms, but as i told we need some more extra jcms to fix those stuffs.