Quick answer: Repaint weights so vertices around the joint share influence between the two adjacent bones, and add a few extra edge loops across the bend for the mesh to flex.

When an arm or tail bends and the artwork crumples into a sharp pinch, the mesh has no smooth weight gradient across the joint. Blending each near-joint vertex between both bones, and adding geometry to bend through, removes the crease.

How to fix it

1. Blend weights across the joint

Paint the vertices straddling the joint with partial weight to both bones (for example 60/40) so they rotate as a weighted average rather than snapping fully with one bone.

2. Add edge loops at the bend

A limb with only two segments has nothing to curve through. Insert one or two extra cross-edge loops at the joint so the mesh can describe a smooth arc.

3. Limit bend angle or use a corrective

For extreme angles, clamp the joint rotation or add a corrective shape so the silhouette stays readable instead of folding the mesh onto itself.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.