Hey everyone, I was recently taking a look through some of the changes made with Maya 2011 and I came across this:
"Dual quaternion skinning: Traditional smooth skinning in Maya uses linear skinning to make a mesh follow a character’s joints. In areas such as a wrist or elbow, this method can result in a ‘bow tie’ or ‘candy wrapper’ effect where the mesh loses volume as a bone twists on its axis. Dual quaternion is a new method of smooth skinning designed to eliminate these undesirable deformation effects. A new menu in the Smooth Bind Options window (and in the skinCluster) lets you select whether to use classic smooth skinning, dual quaternion skinning, or blend between both methods at a vertex level on the same character. "
I haven’t gotten the chance to get and play with Maya 2011 yet, so I was wondering if anyone out there has played with this instead of the regular smooth skinning. If you have I’d love to hear some more about how well it works at keeping volume and any other thoughts on it.