In making a mesh figure ( say of a horse) for animating, I assume you
should design "ball" joints at those points where you want the horse
to bend his leg — like the knee, head and neck etc. These ball
joints could then be used as pivot points. Am I correct?
Judy – The "ball" joints serve to hide the ends of the upper and lower
linmbs, but aren't actually the pivots. They do *hide* the pivots,
tho'. I have done this fairly successfully. Each object can be
assigned its pivot point. You just place it at the joint, then slap
that ball in place and the raggedy ends of leg parts look tidy again.
Viola!