I do a lot of character animation and getting legs and arms bending correctly is a huge problem. Even triple A games have a hard time making these joints bending look natural.
So what I often end up doing is that I have an extra bone that I use to tweak the mesh. This is not a great way since I have to key the "blend shape bone" every time I key the leg or arm joint.
So an additive blend shape that you tie to a joint rotation or translation would be great.
My personal preferred method would be:
- Create blend shape (Blend shape now sits under the mesh in the hierarchy tree.)
- Modify blend shape with regular edit-mesh tools
- Select bone and mesh then create new constraint
- Edit numbers.
*At which joint angle (X) should the blend shape be 100%
*interval number; how close the joint have to be to (X) degrees before it starts blending.
Thank you!