Spent hours on this - started again from scratch and it was easier the second time. Just now remembered to do mesh analysis and it was fine (whew!) because I had been doing “lean” split screen render view with S-Z-Z-0 sequence burned into my brain over and over (ever time I flattened one quad, another distorted quad would pop up!). Because it was so much work to avoid triangles, I thought it was high time to know why, and found this information:
http://blender.stackexchange.com/questions/2931/why-should-triangle-meshes-be-avoided-for-character-animation
Anyway, here’s my knight’s horse:
