Hi everyone, today I want to talk about something a bit more technical.
During my several years developing video games, I've repeatedly encountered the same problem: the models I used for my games had strange deformations when their limbs bent. I thought it was something that simply couldn't be fixed.


Why was this happening? Well, there are two ways to calculate model deformations when bones rotate: Dual Quaternion Skinning (DQS) and Linear Blend Skinning (LBS).
Generally, game engines use LBS, so when a model is designed to be animated with DQS or vice versa, deformations appear.
This isn't usually a problem for games without adult content; however, in games of this nature, limbs will rotate to certain limits and need to look good.
With my current workflow for importing models into game engines, all the models I use are DQS-ready.
Luckily, I found the solution with Unreal Engine: using a Deformer.

This asset forces the model to use DQS.
The result is very good, as you can see.



I'm very happy with this great little discovery!
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