I just wondered if any of you old pros could offer me a few tips on rigging and modelling to make joints bend properly? Specifically in Milkshape. I can rig my models such that the joints bend well for short distances, but normally when more then 45 degrees of rotation occurs, vertices start to move through faces, geometry gets warped and the model starts to look crap. This is obviously a problem for joints like elbows and hips which bend 180 degrees, or more.
Here's a foxy lady I have been playing with (wayhey!) and trying to rig. I can't take much credit for the model as I've been adapting it from a generic model I downloaded, but the textures are all my own work. She's like a h2h combat chick.
Here she is in a very forgiving pose. Everything looks fine, although her right elbow is already looking a bit dodgy.
Here is a more extreme pose, although she'll obviously have a lot more movement as a hand 2 hand fighter character, so it would be more extreme than this.
The key areas in this one that start to look bad are:
The elbow now looks really bad, and the legs move through the belt and her arse has seen better days.
How can I go about adding verts and faces to make these bends better, and how should I be connecting verts to joints? Are their tricks to positioning joints in unnatural places to improve the animation, or is it just that milkshape's joint/vertex manipulation isn't any good because its not weighted? Any suggestions or ideas would be great chaps. Cheers.