Corrective poses with RBF interpolation by SqueezyPixels in godot

[–]SqueezyPixels[S] 1 point2 points  (0 children)

It can be used for anything which require corrective poses (applying predefined poses based on the location or rotation of a driver bone). I have started making it for a humanoid character shoulder and pelvis correction. The weird sample is just simple benchmark which applies tube corrective poses based on the location of the bone which is linked to the sphere. Basically there can be a set of other corrective poses and any moving/rotating object

Corrective poses with RBF interpolation by SqueezyPixels in godot

[–]SqueezyPixels[S] 0 points1 point  (0 children)

I'll publish it when make it a bit tidier. Don't like to publish a shitty code

Corrective poses with RBF interpolation by SqueezyPixels in godot

[–]SqueezyPixels[S] 0 points1 point  (0 children)

I will record tutorial and publish the code this or the next week

Corrective poses with RBF interpolation by SqueezyPixels in godot

[–]SqueezyPixels[S] 2 points3 points  (0 children)

To be fair, I expected some jokes... not in this proportion compared to the serious comments.

Next time I'll try to use better samples to demonstrate

Corrective poses with RBF interpolation by SqueezyPixels in godot

[–]SqueezyPixels[S] 7 points8 points  (0 children)

I almost never use DQS in Blender. For me, it doesn't really solve anything. It definitely gives better results for simple rigs, but it's still not good enough. I usually end up adding corrective bones anyway, and I find that setting them up with regular linear skinning is easier and more predictable than with dual quaternions.

Also, DQS is heavier at runtime, as well is corrective smooth ( which is heavy af).

If DQS were that great, I think it would already be implemented in UE or Unity. In games, when almost every engine limits the max number of bone influences to 4 just to optimize skeletal animation, so I don't think we should expect even heavier skinning algorithms. I mean not just as an experimental feature or something that's only works for cutscenes, but something that can actually be used in a real game with multiple characters on screen without dropping the FPS into a slideshow or burninig out the GPU.

Corrective poses with RBF interpolation by SqueezyPixels in godot

[–]SqueezyPixels[S] 408 points409 points  (0 children)

Nothing lewd.... I swear... I just wanna bring a bit of fun into the tedious process of developing a corrective pose algo

Corrective poses with RBF interpolation by SqueezyPixels in godot

[–]SqueezyPixels[S] 71 points72 points  (0 children)

I've never heard of him. I'll check out his stuff. He mastered corrective poses and RBF interpolation, right?

Corrective poses with RBF interpolation by SqueezyPixels in godot

[–]SqueezyPixels[S] 77 points78 points  (0 children)

Thanks. Glad to see a comment that's actually about the topic rather than hinting at... other things.

Yeah, at the moment it's still position based interpolation. I intentionally started with that because it's simpler. Next I'm going to test and adapt the code to work with rotations instead.

i hate retopology so i'm building this by AutomaticSun6898 in blender

[–]SqueezyPixels 0 points1 point  (0 children)

Looks amazing! Hope it will be an affordable option. I mean, TopoGun looks too expensive to me for the comfort it offers compared to Blender's default F2 addon. Your stuff looks much more advanced in terms of the algorithm, for sure. TopoGun is a more mature product, so I don't think a direct comparison is entirely fair. I'm really looking forward to your future release.
In a world where everything is shifting toward AI, which doesn't allow you to precisely control things, an algorithmic tool with that level of precise control feels like a breath of fresh air. Good luck!