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)
Hi everyone! I have an important question today. What could be the right way to avoid these twists and turns in shoulder?
Better/more geometry (better show with wireframe so someone can decide) with weight painting and/or even subdivided bones…
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
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…