I’ve got an armature that works great on a Make Human model with the exception of 2 areas, the shoulders and the hips/buttocks. I’ve tried many variations of vertex weights in different combinations but nothing is resolving the problem.
For example, with a human shoulder the deltoid muscle deforms differently based on the direction of movement. In reality parts of the muscle only move vertically in some positions and then change more to horizontal when the arm is raised higher. I haven’t found a way to do this with rotating or tracking armature elements, and changing vertex/group weights doesn’t solve the problem because the vertexes shouldn’t be consistently rotational.
I’ve searched every tute I can find about this, but the best solutions I’ve found are for non-Blender apps where methods similar to RVKs are applied to the vertexes to “correct” problem deformations. If there wasn’t the 32 maximum RVK limitation I would consider a similar method as an option.
Does anyone have any suggestions?