How would someone go about rigging limbs on a character that have complete freedom to rotate/move around the main surface of a mesh without distortions, as if it were one mesh, like you can find in this amazing rig here, done in Maya?
They way they explained it in this video is ‘smudging’ the meshes together. That’s exactly what I’m after in blender but the only solution I can think of is to use a boolean modifier. The problem with the boolean modifier is that the geometry and shading become distorted when you move the limbs around. Additionally it seems very resource intensive - and not so flexible.