I made an armature and connected it so a stick figure I made. The issue I'm running into is when I bend the knees of the armature. The upper thighs of the figure begin to cave in, and a line appears in the hip area. This is an issue I've had for a while that I normally fix with sculpting, but I'd like a more permanent solution.

I've tried editing the weight paint of the hip area and the legs, but can't seem to find a fix. Any advice or links to a video on this topic would be appreciated. Thanks

Before moving hip joint

After moving hip joint

Removed armature to show texture

  • $\begingroup$ Hello please share your file (remove the top of your character as it is not useful): blend-exchange.com $\endgroup$
    – moonboots
    Commented Oct 9, 2023 at 6:47
  • $\begingroup$ <img src="https://blend-exchange.com/embedImage.png?bid=qBO2eA41" /> Done, I had a minor revelation that I think may solve the issue. I tried adding loops before parenting the armature to the figure and then did automatic weights and it seemed to help. Is this the way to go, or is there another route? $\endgroup$
    – BumbleFool
    Commented Oct 10, 2023 at 22:42

1 Answer 1


Put the Subdivision Surface modifier under the Armature modifier so that it's the low-poly mesh that is animated, not the (virtually) subdivided mesh (also maybe activate the Preserve Volume option of the Armature modifier):

enter image description here

  • $\begingroup$ Thanks a lot! And Preserve Volume did make a decent difference, it kept some of the width of the arms and legs when they were moved. Will keep this in mind for the future $\endgroup$
    – BumbleFool
    Commented Oct 12, 2023 at 19:48

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