Dual Quaternion is a SUPERIOR skinning method in Maya as well. To say it’s just a Daz support is not true.
The result of a dual quaternions is AMAZING compared to linear.
This SHOULD BE SUPPORTED as SUPERIOR SKINNING MATH.
Dual Quaternion is a SUPERIOR skinning method in Maya as well. To say it’s just a Daz support is not true.
The result of a dual quaternions is AMAZING compared to linear.
This SHOULD BE SUPPORTED as SUPERIOR SKINNING MATH.
Maybe Miki.V / mikivolek could make a new update for his source branch…
Sorry guys I was busy with the work. I updated the branch to the latest ue5-main. I tested it and it looks like it works OK. I will try to refactor the code in the following weeks so they meet the UE code style and also will try to work on ISPC for DQ skinning.
Any news on the dual quaternion skinning? Cant believe we have to ask for the community’s help, this should be in the engine by default!
They might be favoring Machine Learning deformer.
Yap, ended up reading the documentation about that, unfortunately only functions with MAYA, which is pretty sad and worthless for a lot of people. For Maya users it might end up being really useful, whoever it looks like another long and tedious process, but I might be wrong.
Implementing dual quaternion wouldnt even take any time for anyone because its done automatically.
No. Shadows are not “smooth” in real, I’d you didn’t know. Why on earth anyone wanted a low-res old shadows? If you have issues with virtual shadow maps, there are ways to solve it. Virtual shadow maps are obviously better, both in performance (it cached), and in visuals (details and penumbras)
99% of professional animators use Maya, what are you talking about? Every single AAA game or CG movie is animated in Maya.
Millions of people use Blender or other programs for games and for animation, therefore its worthless for a lot of people. Not everyone has the money to keep using programs with subscription fees specially when it comes to people that are just starting alone/small team on this field.
Some gaming and movie companies are also starting to use blender as a norm so theres also that.
Not true. Professional animators use blender aswell hence its free.
Epic added a Dual Quaternion Skinning Deformer example in 5.1 contentexample(available in epic store to download) I downloaded it and tried it out and it works on Daz characters you just have to make a deformer graph for it and add the graph in skeletal mesh editor…but there’s a problem the dual qaternion deformation breakes the animations when pushing the rotation beyond 30 deg on x or z axis (worls fine on y axis rotation for some reason… I’m also kind of new to deformer graph so it can be that I messed up somewhere) … but this brings new hope that we maybe don’t need an entire seperate build for DQS to work in unreal…if someone knowledgeable takes a look at it our problems solved
I came across a solution to the problem you mentioned. However, it’s published on the Chinese video website Bilibili, which doesn’t support sharing documents directly. So the modified files are shared through a communication app only available in China. Maybe you have to communicate with the author to get it. Here is the link: [分享]UE5.1 Deformer 应用DQS双四元数蒙皮方法_哔哩哔哩_bilibili
I added MLDeformer support to the Daz to Unreal bridge recently. It still needs work, but I think this will eventually be the way to solve this issue.
Daz to Unreal – MLDeformer Support – David Vodhanel
I finally managed to get a hold of them after all this time and it was a NIGHTMARE but … surprisingly THIS WORKS without any rotation breaking the mesh(I haven’t tried it with morphs on yet but it should) here is the file if anyone wants to use it
https://anonfiles.com/z1M0y5zbz7/CustomDeformer_zip
Hi guys! Do you know how to solve this issue? I can’t find the answer anywhere. All rig working quite good, but legs are “broken”. Daz to Unreal - Genesis 8.1. UE 5.2.
My guess your trying to use a two bone IK which does not work with Genesis 8 as the twist bone uses a parent parent hierarchy. This was fixed with Genesis 9 which uses the required parent child hierarchy like the Epic rig.
I would recommend switching to Genesis 9 as it was released to solve the hierarchy problems of the Genesis 8 and under.
Thank you! I will try it!
It looks like you’re doing IK retargeting?
I haven’t used DAZ to Unreal, but I’m guessing it sets this up for you? If so, you can get around the problem by setting up your own retargeters from scratch. You’ll need to leave out the IK bones (I know, they’re nice, but they’re not really necessary for characters with similar enough proportions), and then just don’t include the twist bones when you create your bone chains. It’s more work to set up, but it’s always worked for me!
The main disadvantage of Metahuman is that you cannot change your body parameters natively. Yes, you can do basic twicks, but it’s not enough.