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…
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…