Joint shape

I was making the knee joint when it occurred to me that it might be too big:

And this one might be a bit small:

Is there a proper way of making joints? If there is, can you please tell me? If not, then W.D.I.D.?

1 Like

3 Likes

Nice reference, especially for tubular limbs.

2 Likes

That’s great and all, but I am still confused about one thing: I saw images of joints being subdivided as a final result. Will that make the rigging go bad?

1 Like

Subsurf won’t effect the rig with those kinds of topology. However I’d recommend putting the subsurf after the Armature modifier. 2 reasons for this. First being speed. Having to calculate divisions then smooth then Dynamically adjusting weights, then doing the deformation requires a lot more processing then deform, then divide and smooth. Second, is that the smoothing tend to be smoother when done after the deformation. Of course you can easily swap them around and test for yourself.

4 Likes

Privacy & Terms