Is it possible that there is no implementation of Dual Quaternion for skin for 3ds max yet?
Nope, no way to do it, until we can pass per-vertex data bindings to the vertex shader from Max. I heard Kees was working on a way to do this, but not sure if it is possible or not.
I think it would be interesting to try to use a particle engine like thinking particles to do that. After all Thinking particles is pretty similar to the new ICE feature in XSI, and I think Philip Taylor has already done Dual Quaternion Skinning with it. So I guess we’ll give it a try…
I think Rob thinks you are asking for a real-time Dual Quaternion skin (shader based skin).
But you are looking for a software version.
It is easy to add in max as a software version, so you should have no problem there.
-Kees
I poked around on the interwebs and found that someone has attempted to do this with Skin already:
http://area.autodesk.com/index.php/forums/viewthread/1009/
Though there aren’t any replies to the thread, and I have no idea if it was successfully completed.
Thanks, this is very helpful.
I’ll try contacting that guy Cristobal Castillo from the Area to see how did it went.
I just got home from Siggraph. While there I attended a paper presentation that discussed this topic. The technique looks very promising. The author of the presentation posted a lot of information on the subject here:
http://isg.cs.tcd.ie/projects/DualQuaternions/
There are plugins there for Maya, XSI, and Blender - but nothing for Max yet.
Check the latest CryExport plugin it might have something called CrySkin modifier. It’s the Kavan DQ skin algorithm. We have released it free, it might be in the latest stuff, it might not. I can check if you guys are really interested.
[QUOTE=Chris.Evans;1279]…I can check if you guys are really interested.[/QUOTE]
This would be great :D:
We were going to look into writing a dual quat modifier here as well. If you’ve got one that you’re sharing, it would save us a lot of work. Let us know.
Hi! I talked to Cristóbal, the guy from The Area that asked about DQSkinning, and he’s working here in Spain in a videogame company. He told me that he asked his boss to release the code, but never had an answer, and since he developed that code at the studio… well, you know.
By the way, I downloaded the ‘cryModSDK’ for checking if there was a ‘crySkin’ modifier in there… but since I do not own the game it does not allow me to install the SDK. Anyone has checked it?
I checked it, I downloaded the demo and it let me to install the sandbox2, and then I installed the max export plugin but I couldn’t find anything like that.
I looked for any documentation on it but couldn’t find it too. I even posted a question about it in the crysis mod forum under the 3ds max help category and got no answer.
So… no new discovers for this? :rolleyes:
Check the latest CryTools Crytek offers, when I left in Nov we were in talks with AutoDesk about releasing the plugin.
Here’s the deal: AutoDesk gives out the skin source or whatnot with the sdk, so developers can make cool tools and alter it.
We altered it to make it DQ.
That’s great for internal use, but do we have the right(s) to distribute an altered version of their Skin code externally?
This was almost 6 months ago, and AutoDesk didn’t seem to have a problem with it. So check the latest CryExport.dlu available from Crytek.
CE
Yeah, Phil Taylor implemented a standard/DQ skinning solution last year in ICE (XSI). It is
controlled by Weight Maps. Works well, excpet that both skinning solutions must be calculated simultaneously, then mixed.
Hi. I’ve done an update for 3DSMAX9 (seems to work with 2009 too…).
It replace linear skinning visualisation with dual quaternion skinning’ one.
you can see some screenshoot on my webpage http://klaudius.free.fr
If some are interested about this upgrade, please contact me.
Hi Klaudius, I think I can speak for everyone and say, yes we’re interested! How can we get a hold of this code? It’d be very nice to preview in Max.
I will make a zip with the corresponding dll (for 3DSMAX 9 32 bits).
I’m working on a version for 3DSMAX2009 64 bits.
I will release all in the same time.
Yes, this would be really interesting to test this technique in the 3dsmax.
The next Maya also has this built in (with paintable blend between linear & dual quat).