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>> No.524379 [View]

>>524378
Not in Unity and in UE4 only if you're willing to overhaul the source code to add support. Official stance from Epic is they got rid of it because it required a second render path.

Cryengine supports it though

>> No.524377 [View]

>>524374
he's talking about indie-friendly middleware game engines. Neither UE4 nor Unity support dual quaternion out of the box.

>> No.524370 [View]

>>524363
>They're a bad solution for engines since they'll add complexity to the process and may be ill-implemented if available at all.
They aren't a bad solution, it kinda depends on the situation. Personally I favored extra bones because that meant I didn't have to add blend shape support or a dual quat shader so it seemed simpler code-wise, but that kinda only changed the problem as I then had to add bone partitioning (ie because more bones are necessary it pushed me over the 64 bones per uniform limit and I had to write code to split the mesh into 64 bones chunks, though I'd have needed it in the long run anyway).

But for reference Naughty dog combines all three methods, ie they have dual quat *and* extra deformation bones *and* a bunch of corrective blend shapes:

https://www.youtube.com/watch?v=myZcUvU8YWc

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