- 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
Monday, March 18, 2013
final rig turn in list
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment