odf opened this issue on Dec 09, 2025 ยท 103 posts
Warlock279 posted Tue, 20 January 2026 at 12:57 PM
Cage posted at 9:29 AM Tue, 20 January 2026 - #4503291
Blender can handle joints however you want it to. From half-baked if you slap a basic-generic rig into it, to passable with some weighting and a little experience, to near-perfect complete with skin flexion if you're willing to put the work [and computational power] in to it. It is very much a system that you will get out equal to what you put in.How much can Blender actually change the way its joints handle, given its widespread use as a development tool for game assets and such? I wonder. They need to at least keep an option in place for joints to handle in Blender as they will once exported as fbx or whatever. Yet I could imagine that they might introduce better-quality joint handling, for use with Blender's prestige animation projects.
I'm just pretty curious, but not enough so to re-learn Blender again. Every time I learn some things, They break everything, to versions later. Umm. If you have knees and other tricky joint spots to show off, I'll be interested, is the thing.
@odf Weighting looks pretty good in the torso.
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