What's New in Character Animation

Dual Quaternion Skinning

3ds Max smooth skinning is made better with the addition of Dual Quaternion, built specifically to avoid "bow tie" or "candy wrapper" effects where the mesh loses volume when deformers are twisted or pivoted. Most common in a character's shoulders or wrists, this new method of smooth skinning helps reduce undesirable deformation artifacts. As a new option in the Skin modifier, Dual Quaternion lets users paint the amount of influence skinning will have on a surface, so they can use it where they need it and taper off to linear skin weighting where they don't.

Top: original position; Center: wrist twisted using default linear weighting; Bottom: using dual quaternions resolves the mesh collapse