12-24-2025, 06:10 AM
I'm rigging a stylized humanoid character for a personal animation project in Blender, and I've hit a wall with creating a flexible yet stable spine and shoulder setup that allows for appealing squash and stretch without breaking the mesh deformations. The automatic weight painting gave me a messy starting point, and I'm spending hours manually painting weights around the clavicle and rib cage area to avoid pinching, but it still looks unnatural when the character twists. For riggers who specialize in cartoony styles, what's your preferred method for building a spine control system—are you using spline IK, a chain of bones with constraints, or something else entirely? How do you approach the shoulder and arm socket to maintain volume, and what are the most common weighting mistakes that create those telltale deformation artifacts?