Monday, March 18, 2013

final rig turn in list

  • Full skeleton
  • IK stretchy + twist spline control for spine
  • finger/thumb joints
  • Finger/thumb controller
  • Curve controls for all non-finger/non IK joints
  • Curve controls for all additional controls
  • IK/FK controls and switches for arms + pole vector CTLs
  • FK “spaces” for follow-based alignment
  • Advanced foot setup
    • foot roll
    • ball twist
    • instep/outstep
  • knee pole vector
  • jaw bone
  • eyelid bones
  • Facial blendshapes for:
    • wide mouth (L + R)
    • purse mouth (L + R)
    • brow raise (L + R)
    • brow purse (L + R)
  • SDK- based muscle simulation blendshapes for bicep
  • Character set
  • Twist joints for arms
  • Facial rig + GUI
  • “all” node
  • proper skinning