I've always had trouble with figuring out the best methods in modelling for animation. PoopinmyMouth's little tutorial was a little confusing: http://www.poopinmymouth.com/process/tips/limb_deformations.gif Wouldn't the first example produce an awkward animation with the leg visibly cutting into itself? If you notice in…
Poops is more or less right Because you are dealing with polygons, and not deforming muscle mass, you basically have 2 options - pipecleaner mass loss, or intersection. Intersection works best in most cases.
Take a look at the .pdf swordmaster tutorials from http://www.xcloud.net/. The knee and elbow construction works really nicely. It's in Korean I think, but the pictures are enough.
Poops example is correct, but a little simplified. The deformation also highly depends on placement of the joint in the limb and the positions of the vertices like the xcloud example shows. Even a one loop solution can look ok to a certain angle for meshes with very low polycount if you model the loop in a 45 degree angle…