@SketchpunkLabs
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SketchpunkLabs | Fun with WebGL 2.0 : 040 : Dual Quaternions with Skinning / Bones @SketchpunkLabs | Uploaded 7 years ago | Updated 2 days ago
We're going back to our Bone and Skinning example to convert all the matrices into Dual Quaternions. Get to see how to use DQ to handle regular rotation and translation with our bones then learn how to use it to skin our mesh to follow the bone position. Spoiler alert, how you use DQ is almost the same as Matrices but you get less data with faster performance.

### Links of Interest

https://github.com/toji/gl-matrix/issues/221

https://github.com/stefnotch/gl-matrix/blob/master/src/gl-matrix/quat2.js

https://www.cs.utah.edu/~ladislav/dq/dqs.cg

https://github.com/robertsdionne/animus/blob/master/src/animus.html

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Fun with WebGL 2.0 : 040 : Dual Quaternions with Skinning / BonesFun with WebGL 2.0 : 014 : Texture MasksWebGL2 : 115 : ECS Bone/Joint EntityWebGL 2.0 : 045 : Ray to Quad / Square / Rect and Circle IntersectionWebGL2 : 128 : Spring - Jiggle - Dynamic BoneWebGL2 : 109 : Inverse KinematicsIK Rig like Prototype DemoWebGL2 : 102 : ECS P6: Transform HierarchyWebGL2 : 108 : Armature LocomotionFun with WebGL 2.0 : 027 : Bezier Curves in 3DWebGL2 : 054 : Particle System with MeshesShader Blocks : 000 : Proof of Concept

Fun with WebGL 2.0 : 040 : Dual Quaternions with Skinning / Bones @SketchpunkLabs