Brought A Tear To My Left Testicle ;~;
Created on: August 24th, 2013
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But I think that if this represents your current ability level, I will have to say that you are making a common skinning/bone animation technique mistake, looking at the chin of the character.
I personally use a mixture of bones as well as proxy sub-section shapes to animate the final model.
I don't know which animation packages you use, but in a situation like this, I would have the "bones" (aka 'IK' handles/segments) move around hard, non deform-able (by the bones) sections for the head+chin, neck and one for at least the upper torso.
I would then have the master mesh (the one which actually gets rendered) be soft deformed by these invisible (to the renderer) proxy shapes.
I find that doing it this way helps to avoid unwanted body distortion.
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