Animation-friendly and efficient topology to have clean deformations isn't Blender specific. It applies as a general rule in the field of rigging/skinning. Usually a decent start is to get some auomatic weights initially, and then start fine tuning skin weights.
Can anyone explain what the best way to understand weight painting a blender rig is? I am trying to rig a pony to obviously work smoothly and move in a caricature way for a pony. But, I am having a hard time figuring out exactly what it is that I need to get the mesh to move like it should. There is always something…
So, I received the answer from elsewhere. Animation rigging in Blender requires for an extremely clean topology, a central bone rig system, and overlapping medium weighted weight paint groups. And the head will squeeze when it turns because of unspecified or left out weight groups that need to help turn it that are along…