My problem is best expressed in example:
On a character, when the arm bends it tend's to self-intersect, instead of working like a muscle and, expanding and, stretching while retaining its original volume. What really happens is the faces from the top of the arm's of mesh clip through the bottom when fully bent.
No matter how I apply the heat map/weight paint, I cannot seem to prevent this from happening.
I did some research currently, Blender uses a standard heat map as the basis for its weight painting, from particle maps to character bones to verts.
Is there a way to apply a quaternion/dual quaternion, or and implicit skinning method? These methods would help a lot in retaining the appearance of volume under compression and would solve issues with large characters and muscle flexing?
The Video Link Here was presented as at Siggraph years ago and, explains the issue a lot better than I can, but I would love to see some solution like this in Blender if there isn't already and I am just oblivious. Any help is much appreciated.