Implementation of Le and Hodgin's Realtime Skinning with Optimized Centers of Rotation in Maya 2017
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Updated
Apr 21, 2018 - C++
Implementation of Le and Hodgin's Realtime Skinning with Optimized Centers of Rotation in Maya 2017
Implementation of Le, Hodgins 2016 paper "Real-time Skeletal Skinning with Optimized Centers of Rotation"
NeuroSkinning: Automatic Skin Binding for Production Characters with Deep Graph Networks, Siggraph 2019
Pose-based driver node for Autodesk Maya (RBF and vector angle).
An implementation of "Smooth Skinning Decomposition with Rigid Bones" (SIGGRAPH ASIA 2012).
Supporting files and figures for my Medium article, Deformation Layering in Maya’s Parallel GPU World
skinning plugin for Autodesk Maya
Maya 2016 plug-in of "Smooth Skinning Decomposition with Rigid Bones"
Advanced skin cluster weights smoothing tool for Autodesk Maya
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