I’m having major issues trying to get armatures to deform my mesh smoothly.
I’ve spent hours trying to paint weights onto my vertices in such a way that they deform smoothly, but especially for the shoulder joints on my model, it seems that it is impossible to avoid major tearing and creasing when moving a limb through any decent range of motion.
I have taken care to add extra vertices around the joints, using the same modelling techniques that I have had good results with making characters in Lightwave and Hash’s Animation Master.
It seems like armatures/vertex groups might work for extremely low-poly characters, but for smooth, organic characters, i can’t see how to avoid ugly ‘stair-stepping’ between vertices with different weight values, e.g. 0.2 and 0.5 weight introduces stairstepping, and I don’t have that many vertices (nor can I imagine many models that would and still be usable) that i could smooth the weight transition out to the degree seemingly required.
Has anyone else had success with armatures for medium-polycount models (above 500, less that 50,000) and if so, how did you approach weight-mapping areas like shoulders?