Original Post
I just got this working from an NVIDIA DX10 sample on a DX9 project I'm working on and wanted to share the results so that others might comment on its use or try it themselves? I have noticed the combination of some rotations on certain skinned models results in "candy wrapper" twisting, which can be fixed either by adding "roll" bones and additional weighting information or by using the fast dual-quaternion algorithm presented in the code sample by NVIDIA.




What do you guys think?




What do you guys think?