The character system I’m talking about means the character system in MotionBuilder.
Similar Humanoids exist in Unity, but I don’t think I’ve seen them in other general-purpose engines.Sometimes there are times when you want to figure out a character’s joints with normalized values, not quaternions or eulers?
Also, the function of dividing the twist joints of the humanoid up and down seems to be useful. Although it is a pity not to provide an additional twistbone.
Currently, dual quaternion and linear blending does not provide good skinning results. Basically, all joints of a person are double joints made of muscles and ligament.
DirectDeltaMush of EA seed can be a good example to express double joints naturally with 1 pass.
But don’t you think it’s too complicated and unwieldy?The human body not only has muscles and ligaments, but also bones. I think I overlooked the role of the artist.
If you can just customize Unity’s character system, you can achieve the same effect by double-jointing by adding a second joint that only moves half of the subjoints.
Anyway, it is not an advanced rigging solution such as HumanIK or iKinema in the past, but rather a character system that provides a normalized pose value.