I am just extremely carful how I build my meshes . Because as you say we have no vertex weights , every verex weight defaults to a value One.
so for example the elbow verts are either part of the lower arm or the upper arm, not blended 50 percent between the two. just build in extra verts in between them you get a reasonable result
I am going to upload a little animation demo soon of my new character and it deforms pretty well, even in extreme poses.
The shoulders still causes the most headaches, but is overcome by the addition of a shoulder pad parented to the collar bone.
that way you just can't see any bad deformation underneath
or you can add an extra bone in the shoulder, but I haven't really tried this yet.
Last piece of advice is use 'skin' rather than physique. its much easier to set up and gives slightly better results.
so for example the elbow verts are either part of the lower arm or the upper arm, not blended 50 percent between the two. just build in extra verts in between them you get a reasonable result
I am going to upload a little animation demo soon of my new character and it deforms pretty well, even in extreme poses.
The shoulders still causes the most headaches, but is overcome by the addition of a shoulder pad parented to the collar bone.
that way you just can't see any bad deformation underneath
or you can add an extra bone in the shoulder, but I haven't really tried this yet.
Last piece of advice is use 'skin' rather than physique. its much easier to set up and gives slightly better results.