Hi there
A common issue when rigging bending organic parts (such as arms or legs) in Blender 3D is that they wouldn’t realistically deform (i.e. around the elbow or the knee)
Various techniques and workarounds exist for this (for example,using the Maintain Volume modifier)
In this tutorial,though,we present a rather more advanced technique through using Shape Keys (which,in this case are known as “corrective shape keys”) that allow for a realistic deformation of the bent forearm
We’ll also be showing how to use animation drivers for linking the rotation of the forearm bone to the value of the shape key,resulting in a very realistic deformation and animation
Peter,
Great contribution… thanks!
One question… have you done any work on something more complex – such as the shoulder? There you would have a couple of different shapekeys and they need to be applied differently depending on if the arm is up or up/back or up/forward… how would you do this?