#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

Image loading…


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++

Image loading…


Dual Quaternion Skinning with scale

Image loading…

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

Image loading…


Bulge free Dual Quaternion Skinning (Trick)

Image loading…

Left: standard DQS. Right DQS bulge correction (both use same automatic skin weight: "smooth bind" inside Maya).


[SIGGRAPH ASIA] Elastic Implicit Skinning

Image loading…


Implicit Skinning: Real-Time Skin Deformation with Contact Modeling

Image loading…


Dual Quaternions skinning tutorial and C++ codes

Image loading…


[Rigging] Tri-joint shadow weighting


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)

ARAP LBS paper
SR ARAP



  • 1

 
Donate