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I'm working with this model I downloaded from Mixamo. The rigging is mostly good but the hips and thighs are very messed up as you can see in the sample. I show the mesh which looks detailed enough.

The center crotch area is being dragged and deforming the other inner thigh. Obviously this shouldn't happen in real life spandex or bare skin. The side hip-thigh crease is caving in a lot. I think I need to either add bones and/or use weight painting but I'm not sure. Does anyone have any advice?

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It's hard to get the thigh to deform correctly with just one bone, so the usual practice is to add a shape key and a driver, it's called a corrective shape key.
Here is a tutorial from Royal Skies, the only difference in your case is that you need to set a different axis for the driver.
Also this playlist explains shape keys really well

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  • $\begingroup$ blender.meta.stackexchange.com/questions/2382/… $\endgroup$
    – Harry McKenzie
    Commented May 8 at 7:51
  • $\begingroup$ @HarryMcKenzie I know answering with a link isn't the best I can do, but should we answer questions that have been asked before with small changes? Should I send a link to a similar question/answer? $\endgroup$ Commented May 8 at 9:38
  • $\begingroup$ Thank you, I will give it a try. $\endgroup$
    – George Ou
    Commented May 8 at 9:42
  • $\begingroup$ probably mark as a duplicate maybe? Can you share a link that is similar to this? $\endgroup$
    – Harry McKenzie
    Commented May 8 at 9:46
  • $\begingroup$ I tried to use the shape key using the Royal Skies tutorial. This isn't working for some reason in Blender 4.1.1. I added a driver using the left thigh armature rotating on the Y axis and used the same expression formula he showed in the video and tried to change it a little but value always shows 0. But the effect of the modification is left permanently on at max strength so that when I move the left thigh bone back to normal, there's now a big bulge in the left hip-thigh crease. It looks good when living the left leg fully but anything else shows an increasing bulge. $\endgroup$
    – George Ou
    Commented May 13 at 6:02
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I guess there are several solutions, like creating a shapekey that will correc the bad deformation, with a driver to trigger the shapekey, also you could create another bone that will control this part. At last you could give a Smooth Corrective modifier to your object, you can limit its effect on a vertex group only:

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