[WIP Asset Pack] Quaternions And Dual Quaternions Geometry Nodepack

Hi, I’ve been working on a bunch of node groups for manipulating quaternions and dual-quaternions within a geometry-node modifier, without any clear goals for it. Originally started because I wanted to make a geometry-node implementation of of STBS, but then noticed that more recent research on character skinning haven’t been using STBS in their comparisons of methods to their own, and also found a working demo of STBS that didn’t seem to show any advantages over newer methods like CoR or Implicit Skinning. Now, I don’t know what to do with it, but would this be useful to anyone else?

QuaternionsAndDualQuaternionsGeoNodes5_11.blend (245.5 KB)

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That’s cool ! I wish I’d understand all this so I can make use of it, but sadly all this looks extra-terrestrial to me :smiley:

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These are really cool!

Thanks, are there any features that might be missing? I noticed that Blender’s drivers can extract specific W/X/Y/Z angles from quaternion rotations, and I’m wondering if that’s something worth implementing. Also am not sure about having a slerp node for dual quaternions, seeing as it doesn’t seem to be all that used…