I have been rigging a mesh subject with a control armature. After much experimentation and tweaking around, I have managed to get some pretty smooth results with the bending of the characters's limbs, arms & legs and such....for low angles of bend.
No matter how I play with, mix, and re-distribute the weight painting of each limb section & it's bones, above certain angles of the bend, they start to cavitate and form these ugly trenches in the subjects limbs (like under the armpits, at the tops of the legs around the hips, etc. I've tried adding compensating bones with angle copy & limiters, with competing influences applied, to try to minimize this, but I'm hoping somebody here has a better technique?
Are there settings built into Blender to prevent this type "crimping" of the mesh during these higher angles of bends?
Thanks