#Jumble  
Jumble of Thoughts: here I give myself the liberty
to freely write down anything, without caring about correctness, completeness, formatting
or relevance. Those draft may be incomplete, incorrect, or just plain wrong.
I may convert those notes into a proper article later on, or not.
Design of a squash and stretch rig in Maya
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デュアルクォータニオン スキニング チュートリアル・解説 C++
標準的なスキニング (クラシック リニア)の実装をDual Quaternionsに変換する方法 - 09/2021 - #Skinning
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Dual Quaternion Skinning with scale
Properly handling scale transformations with dual quaternion skinning - 11/2016 - #Skinning
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DQS with scale applied on the second to last joint. Left, globally propagates until the last bone, right, scale localized to each joint.
Skeletal animation, forward kinematic
Cheat sheet, common matrix operations associated to linear blending skinning - 11/2016 - #Skinning
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Bulge free Dual Quaternion Skinning (Trick)
A quick hack to correct the bulge of Dual Quaternions Skinning (DQS) - 09/2016 - #Skinning
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Left: standard DQS. Right DQS bulge correction (both use same automatic skin weight: "smooth bind" inside Maya).
[SIGGRAPH ASIA] Elastic Implicit Skinning
Character animation with Elastic Implicit Skinning official project's page - 09/2014 - #Skinning
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Implicit Skinning: Real-Time Skin Deformation with Contact Modeling
Character animation with Implicit Skinning official project's page - 05/2013 - #Skinning
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Dual Quaternions skinning tutorial and C++ codes
How to convert a standard skinning implementation to Dual Quaternions - 03/2013 - #Skinning
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[Rigging] Tri-joint shadow weighting
How to synchronize two layers of geometry under the deformation of a primary joint. - 11/2025 - #Skinning, Jumble
Skin weight optimization (lagrange) (4)
Skin weight optimization (matrix form) (3)
Matrix form second attempt
Skin weight optimization (matrix form) (2)
(Matrix form first attempt)
Skin weight optimization (main)
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