GN Rigging System — DQS, Optimized CoR & Delta Mush Skinning in Geometry Nodes

blueish in Geometry Node Groups


Video tutorial: youtube.com/watch?v=8C4l80Gc3Kw

Better joints than Linear Blend Skinning, inside Geometry Nodes

Blender's armature deforms with Linear Blend Skinning. It is fast, but elbows collapse when they bend and forearms pinch into a candy wrapper when they twist. GN Rigging System gives you the same bone-driven workflow in Geometry Nodes, plus the deformers that fix those problems.

Five skinning methods, one node

Pick the method from a menu on Bone Deform and compare them on the same rig:

  • LBS: the classic. Fast and predictable.
  • DQS (Dual Quaternion Skinning): keeps volume when bones rotate, no candy wrapper.
  • DQS Compensation: removes the bulge DQS adds on the inside of a bent joint.
  • Optimized CoR (Optimized Centers of Rotation): each vertex rotates around its own pre-computed centre. The best shape at shoulders, elbows and knees.
  • Delta Mush: a smoothing pass that cleans skinning artefacts while keeping detail.

An armature-style workflow

  • Build the skeleton from a regular Armature (Mixamo rigs work) or straight from mesh edges.
  • Pose bones with Forward Kinematics matrices.
  • Bone Capture computes weights automatically (line or capsule capture, with blur), or reads the weights your armature already has.
  • Compress Bone Weights keeps only the strongest influences for speed.

Debug tools

Visualize Rig, Visualize Bone Weight and Detect Error show bones, weights and problem areas in the viewport.

What's included

  • 18 node assets (Skeleton 5, Skinning 7, Debug 3, Utilities 3), ready in the Asset Browser
  • Demo scene: the bend and twist comparison, a Mixamo character, a ragdoll and a soft "pudding" simulation
  • Step-by-step video tutorial (link above)

Requirements

Blender 5.2 or newer. Geometry Nodes only: no add-on, no Python.


$15

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Details
Published 5 months ago
Blender Version 5.2
Render Engine Used Cycles, Eevee
License Royalty Free