Spherical Skinning with Dual-Quaternions and QTangent - Crytek
Spherical Skinning with Dual-Quaternions and QTangent - Crytek
Spherical Skinning with Dual-Quaternions and QTangent - Crytek
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Defining Our Bias ConstantWe define our bias constant as thesmallest value that will satisfy q.w != 0If we are using an integer format, this value is given bybias = 1 / (2 BITS-1 – 1)