After automatic weights, you could give the mesh a corrective smooth modifier on top of the armature modifier. Mind though, this method is only for use within Blender, it wouldn't work with deformations in game engines and such. http://www.blender.org/manual/modifiers/deform/corrective_smooth.html
Well ... there was a solution before 2.8 ... https://blenderartists.org/t/looking-for-a-definitive-foolproof-way-of-bending-with-the-simple-deform-modifier/662429/61 The TLDR is that the only sane way to bend things using the backwards, unfinished "Simple Deform" modifier is to orient the axis of your model accordingly, or…
array modifier and on top of that a curve modifier you can also make a profile, convert that to a curve and use it as a "bevel object" on another curve
@pior snowinchina means this function. It says from curve or whatever but you can use it on a mesh with modifiers just as well. It will apply all your modifiers.
It looks nice, but I can do what that does with the shrinkwrap modifier. Create a cylinder>remove caps>add SW modifier>Set to nearest surface point>Position loops at each end of limb>Add loop cuts>Adjust Loops>Apply Modifier As long as you place your start and end loop on the limb before turning on the modifier in edit…
@Udjani accessing modifier information is quite easy. You can test it using by selecting an object with a bevel modifier and change the width using the console. Example: bpy.context.selected_objects[0].modifiers['Bevel'].width = 0.04 Writing the code needed to change the values in the way you want it is probably more the…