I have a basic character I'm trying to rig, but the deformations are bad when I have a subsurf modifier on the stack (above armature modifier). It works well if I apply the subsurf, but while it's on the stack it interpolates the weighting and messes it up. Example:
also note the flared tip in the last example
Is there any way to fix this without applying the subsurf? I need to add a lot of edge loops to get it looking good, which defeats the purpose of keeping the subsurf modifier unapplied. The ideal solution would be for the bone weighting to work directly with the subsurf on the stack, rather than basic interpolation, but I'm not sure if that's possible.