meatSim opened this issue on Nov 10, 2013 · 17 posts
AmbientShade posted Fri, 15 November 2013 at 10:32 AM
In my various experiments with joints, I've found that sometimes allowing twists in bones that normally wouldn't twist on a real human actually achieves the result I'm looking for.
So using that theory, maybe try allowing for twist in the shin, but set the end points much higher than they would be for the figure's actual shin.
Or maybe you've tried that already.
~Shane