Shoulder topology/weight painting to avoid twists

Hi everyone! I have an important question today. What could be the right way to avoid these twists and turns in shoulder?


Thank you in advance)

Better/more geometry (better show with wireframe so someone can decide) with weight painting and/or even subdivided bones…

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A little bit older… but to show the direction:

This is not correct shoulder topology. Watch some of Dikko’s “modeling for animation” tutorials on YouTube and then retopologize

Roll_bone

you can use an extra bone parented to the arm bone (roll bone), put a constraint on this extra bone, to make the opposite rotation (copy rotation with negative Y) on Y, guided by the arm Y rotation. Play with the constraint influence slider to limit the effect if needed.
U ll have to share your weight groups from the both bones in an elegant gradient…

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