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Squash not fully supports dual quaternion

Hey, just wanted to bring to your attention an issue I found out

actually, for a long time I had occasional issues with the squash component on some of my rigs and I could never fully figure out why, until I just realized now it has to do with the fact that sometimes I’m using dual quaternion skin interpolation instead of classic linear.
it specifically creates issues with the eyelids module.

an exapmle:

Try to activate Support non-rigid transformation on your skinCluster node.