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I am attempting to make a simple rig. Whenever I try to bend any body parts, particularly the arms and legs, however, they leave an odd gap where they are bent enter image description here

I need the arm to bend in a smooth way like in the picture below, does anyone know how?enter image description here

I have attempted to change the weight painting, and I have tried searching through forums, but I have been unable to find any solution to this problem yet.

Blend file

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  • $\begingroup$ You can upload your .blend file here blend-exchange.giantcowfilms.com to be able to help you $\endgroup$
    – Tak
    May 31 '17 at 13:33
  • $\begingroup$ How would I upload the .blend file? Would I use dropbox or another similar cloud site, or is there a simpler way? $\endgroup$ Jun 7 '17 at 19:32
  • $\begingroup$ You can upload your .blend file on: blend-exchange.giantcowfilms.com then provide the link in your question $\endgroup$
    – Tak
    Jun 7 '17 at 19:34
  • $\begingroup$ Link to file (I cant add multiple links to the main post because my reputation is too low rip so i added it here) $\endgroup$ Jun 7 '17 at 19:49
  • $\begingroup$ That's a frequently asked question. The cause of the problem is definitely incorrect weights. You need to paint weights. I would recommend watching some video tutorials on YouTube or somewhere else on weight painting a character since the answer will be easiest to understand while watching how it's done. A text answer with pictures that you may get here might be harder to follow and understand. $\endgroup$ Sep 21 '18 at 7:02
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might be caused because you have a low poly figure with (high?) subdivision. The subdevision performs a smooth over the low poly figure. creating artifacts.

  • copy your blend file, apply subdiv, then do another autoweights with bones.

Its always is a bit tricky but it might look better. Sometimes people add extra bonus just to keep things stable, (ea rigify feed solution).. placing of the bones is essential

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  • $\begingroup$ i have applied the subdivision modifier, and I have then automatically applied weight painting. The issue is a lot less apparent, but it is still there, and the lower arm bone has no weight paint associated with it. $\endgroup$ Jun 7 '17 at 19:45
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I think there is only one quality solution to that:

Adding intermediate bone in between the two bones. With rotation interBone.rotation = slerp(bone1.rotation, bone2.rotation, 0.5)

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