Rigging voxel character; How to reduce deforming of mesh at joints I've created a very basic character so that I can learn to do basic rigging and animation, but I'm struggling with areas of the mesh that will bend.

This will be easier to show.  In the first picture, you can see the leg is bent, however, I want the mesh to remain as boxy as possible.  I don't mind some deforming, but in the picture, it's way too much, but am unsure what to do next.  I tried adding more loop cuts around the joint (1 above, and 1 below), but I seemed to make it a lot worse.

Is this a case where I may have to have an upper and lower leg that are separate parts?
One way would be to make pseudo joint on the mesh, where you expect it to bend (like knee) by making 2 additional edge loops and merging them on one side like this: