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This is the work I've been doing so far:

I've added corrective morphs to the model. In 3D when you rig up a model for animation, you start with an skeleton (or armature) then you assign which parts of the model are associated with which bone. That way, when you pose the bone, those parts of the model move with it. But this is relatively simple, and it doesn't work very well for organic models, especially in the knees and elbows.

So I need to add corrective morphs to the model, same as professionally made ones like the one you get from DAZ studio for free.

This means I need to create a "morph" (blender calls them shape keys) which is a "deformer" for the object. These store different positions for the vertices (points on the wireframe of the object that define its shape)

I make the morph, make it so the bone's rotation controls the strength of the morph, then I get to sculpting. For example, when a basic rig bends the forearm, it flattens the elbow. If I want the elbow to still look like and elbow I just bend the forearm then (in the morph) then I sculpt the elbow into the right shape. I have to do this for nearly every bone in each direction, as shown in the image/video above.It's more complicated than that, but that's the gist. Shown is the joint moving with and without the corrections.Shown above is a small animated GIF. The HD video file is attached below, Patreon won't let me just add a video to view on the site:(

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