what does dualquat weightmapping have that triax doesnt?
Mistara
Posts: 38,675
in The Commons
what does dualquat weightmapping have that triax doesnt?
is there a reason why face rigging wouldnt work on a triax mapped figure like Genesis1?
thanx

Comments
Dual quaternions is industry standard and used in other 3d programs. Triax is not.
Triax used to require up to 6 weightmaps to work properly. You had 3 for X,Y,Z rotations, 2 for bulging when bending and 1 for scaling. With DualQuat, you have one general weightmap. You handle specific corrections with JCMs instead of creating a whole new weightmap. More than that, the way the joints bend is different. Triax uses matrix blending while dualquat uses... well... dualquat math which rotates AROUND the center instead of collapsing to the center when twisting for example.
Here's a link to a thread I created showing the differences in bending and twisting.
https://www.daz3d.com/forums/discussion/134926/adding-dual-quaternion-support-to-unrealengine4-images-inside/p1
It might be possible to convert from Triax to dualquat with a lot of work. But I can't see it going the other way.
kewl!
have you done any experiments with face rigging?
cant remember, Unreal is Skyrim or Witcher 3?
Neither
Skyrim = Bethesda's "Creation engine" ; Witcher 3 is CD Projekt Red's "REDengine"
I'm not sure they are the same kind of thing - Dual Quaternion is a skin binding, a way for the weight map to affect the skin; TriAx is a rigging system, determining the scope of the weight maps (different maps for each axis). It looks as if you could set both TriAx for Weight Mapping Mode and Dual Quaternion for General Weight Mode in the options for a figure, though I don't know if they would work together.
back when the weightmapping started, i thought was wm was to replace jcms.
michael4had jcms, and no magnets.
was so nice to get away from magnets!