Dual quaternion skinning behaves strangely with scaling #32022

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opened 2012-07-05 23:39:52 +02:00 by Nathan Vegdahl · 9 comments
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%%%When a mesh has an armature modifier on it, and the bones of the modifier are both rotated and scaled, strange deformations occur that are not expected.

See in the attached blend file. When you play back the animation, the bones first rotate to bend the mesh, and then they uniformally scale to a smaller size. One would expect the mesh to also uniformally scale to a smaller size, but instead the mesh expands (relative to the size of the bones) in a strange way. Similarly--though more subtly--when the bones are scaled non-uniformally, one would expect the mesh to also scale in the same way as the bones, but similar strange deformations occur as in the uniform case.

This is very problematic for rigs that need to allow the scaling of bones (e.g. for flexy rigs, squash-and-stretch, etc.)

I'm not sure if this is an inherent limitation of dual quaternion skinning. If it is, then oh well. But if it is not, then it needs to be fixed.%%%

%%%When a mesh has an armature modifier on it, and the bones of the modifier are both rotated and scaled, strange deformations occur that are not expected. See in the attached blend file. When you play back the animation, the bones first rotate to bend the mesh, and then they uniformally scale to a smaller size. One would expect the mesh to also uniformally scale to a smaller size, but instead the mesh expands (relative to the size of the bones) in a strange way. Similarly--though more subtly--when the bones are scaled non-uniformally, one would expect the mesh to also scale in the same way as the bones, but similar strange deformations occur as in the uniform case. This is very problematic for rigs that need to allow the scaling of bones (e.g. for flexy rigs, squash-and-stretch, etc.) I'm not sure if this is an inherent limitation of dual quaternion skinning. If it is, then oh well. But if it is not, then it needs to be fixed.%%%
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Changed status to: 'Open'

Changed status to: 'Open'

#43188 was marked as duplicate of this issue

#43188 was marked as duplicate of this issue
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%%%Bump up to brecht to check on this :)%%%

%%%Bump up to brecht to check on this :)%%%
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Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
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  1. This is an old report an unlikely to be tackled anytime soon
  2. I read a bit about dual quaternion skinning and if I understand correctly this is a known limitation of the original algorithm. It was improved in the meanwhile, but that would be a feature request, not a bug

So I think after 2 years it's time to close this \o/

1. This is an old report an unlikely to be tackled anytime soon 2. I read a bit about dual quaternion skinning and if I understand correctly this is a known limitation of the original algorithm. It was improved in the meanwhile, but that would be a feature request, not a bug So I think after 2 years it's time to close this \o/
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Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
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Added subscribers: @LucasVeber, @JoshuaLeung, @LukasTonne, @mont29
Contributor

Still present in latest blender. This should be fixed!

Still present in latest blender. This should be fixed!
Contributor

I guess to fix this, we should modify the function

static void armature_vert_task_with_dvert(const ArmatureUserdata *data,
                                          const int i,
                                          const MDeformVert *dvert);

in blender\source\blender\blenkernel\intern\armature_deform.c ?

I guess to fix this, we should modify the function ```C static void armature_vert_task_with_dvert(const ArmatureUserdata *data, const int i, const MDeformVert *dvert); ``` in blender\source\blender\blenkernel\intern\armature_deform.c ?
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Reference: blender/blender#32022
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