Proper deformation of body mesh? i've model a body rigg it and weight paint it and now that i want to make poses with it i realize that i have a few problems, but the real problem is that when two part of the body clash together one goes on the top of the other and don't stretch like a real body and i was wondering if there is anything i can do to improve that? What should i be looking for? colliders? Because so far it's imposible to do poses
Standard skinning approaches (e.g. the armature modifier) do not support collision behavior. 

Self collision handling can be a bit tricky and certainly computationally intensive.

In blender you have two real options:


using physics simulations (cloth or softbody) which are difficult to
get right and slow to run (using a corrective smooth modifier after
the simulation can help a bit with looks though). They also don't
handle volume properly.
Manually creating corrective shapes for the intersecting poses (and potentially adding appropriate drivers if you are animating). This can be quite time consuming if you have a lot of poses you care about and want to drive everything for animation.