Tue, Apr 23, 2:34 PM CDT

Welcome to the DAZ|Studio Forum

Forum Moderators: wheatpenny Forum Coordinators: Guardian_Angel_671, Daddyo3d

DAZ|Studio F.A.Q (Last Updated: 2024 Apr 22 4:48 pm)



Subject: Triax and dual-quaternion skinning


Cybermonk ( ) posted Fri, 10 July 2015 at 8:24 PM · edited Sun, 21 April 2024 at 3:04 AM

I bought some tuts at Daz on rigging a while back. At the time Daz Studio was at version 4.6 and using the Triax rigging. Now I'm hearing about dual-quaternion skinning. I have googled and searched this site and Daz trying to figure out what is the deal. It seems that this new rigging just works with the the New G3. Is that right? I've updated Daz Studio to 4.8  and all it shows in the figure setup is the Triax and legacy method. So I guess my question is it worth learning the Triax rigging or is it going the way of the Dodo. Will the dual-quaternion skinning be made part of the figure setup in Daz are be accessible only by Daz and their vendors?

____________________________________________________

"The true sign of intelligence is not knowledge but imagination".

Albert Einstein


ldgilman ( ) posted Fri, 10 July 2015 at 8:53 PM

 And to add to the above, what the heck is "Quarternion"?????


RHaseltine ( ) posted Sat, 11 July 2015 at 2:58 PM

To a large extent the videos will still be useful - the difference is that there's only one weight map for each joint, so if (as is usually the case) the twist needs to be different from the rotations you want two bones - one for the bends, one parented to that for the twisting. To create a figure like this you set it up in the usual way - using TriAx if you are starting from an OBJ in the Figure Setup pane - then with the Node Weight Map Brush Active go to the Tool Settings pane, Binding tab, set Weight Mapping Mode to General and General Weight Mode to Dual Quaternion. However, you don't have to use general weight - TriAx is still there and can still be used if desired.

Quaternions are mathematical structures for handling 3-dimensional rotations in a way that can be combined commutatively, as I recall (standard rotations give different orders depending on the order in which they applied).


Cybermonk ( ) posted Sun, 12 July 2015 at 11:05 AM

Thanks a bunch RHasetine  :) That's really cleared it up for me. According to the stuff I googled, dual-quaternion is supposed to be better at reducing distortion.  Oh well off to experiment. :D

____________________________________________________

"The true sign of intelligence is not knowledge but imagination".

Albert Einstein


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.