Forum: Blender


Subject: Toni's adventures in Blenderland

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

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.

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.





@odf Weighting looks pretty good in the torso.

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