You can also target the area where the bulge fix is applied through painting. This quick fix is typically applied right after Maya automatic rig binding such as "heat map" or "geodesic voxel" binding. "Bulge fix for DQS" is a simple yet fast C++ deformer node that re-project vertices around joints to mitigate undesired bulging. That issue is typically fixed with tedious weight painting or other time-consuming methods. However, when used correctly after a "heat map" or "geodesic voxel" binding, Dual Quaternion Skinning will often exhibit bulging around joints. To avoid the rubbery look of the so-called Linear Blending skinning, Maya has introduced Dual Quaternion Skinning (DQS) which does a great job at preserving volume. If you wonder how to easily correct the dual Quaternion skinning bulge artefact in Autodesk® Maya® this is your quick fix.
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