I’m currently using UE5.4 and have been researching Dual Quaternion Skinning. I came across the following information:
https://landelare.github.io/2023/10/10/dual-quaternion-skinning.html
https://x.com/games_inu/status/1592576220361003008
I also downloaded “Epic Games’ UE Feature Samples” from the Unreal Engine Marketplace:
https://www.unrealengine.com/marketplace/ja/product/content-examples
I extracted the deformer graph called “DG_DualQuatDeformerDemo” and applied it to my character, which easily enabled Dual Quaternion Skinning. It works exactly as it appears in Blender.
However, I encountered three issues:
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Shadow artifacts: When I spread the character’s legs to check the groin area, the shadows appear distorted. It seems that normal recalculation is not supported.
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Morph targets are disabled: They don’t function at all.
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Mesh deformation with bone scaling: Scaling the bones causes the mesh to deform incorrectly.
As the name “DG_DualQuatDeformerDemo” suggests, this seems to be a demo. I’m wondering if an updated version will be released in the future that addresses these issues.