Thanks for your input. I’m not sure I know what the nknees are. I took at look at the KneeControls and made sure that they were still constrained to the thighs, and it looks like they are.
Mike you are right. The foot controllers got locked down in the translates when it should have been the scale and rotation that was locked. Good catch. Would do me any good if no one could animate the feet! I was trying to add rotation to the feet as well with the same controller, but it didn’t work very well. I was attempting to do the rig that is in the SoD for character animation advanced rig setup. I will give it a shot. I will also play with making the foot a hinge and see how that works.
I’ve been hiding some bones, mostly from the hand and I agree, I could hide more. I just wonder what people preferances are to animating, and it they use FK at all and want to have access to them? I guess I could hide anything that is driven by Ik. What joints are you thinking?
Regarding the spine, I was doing a lot of funky stuff trying to get it to work. I thought it was set at 4 or 5, but you’re right it wasn’t. I fixed that as well and it does handle better. I was looking at Proog from Elephant’s Dream for inspiration. It seems that he has a very simplistic spine. Does that seem to be a trend? That probably won’t work for this character since he is going to be crawling, swimming, falling, running, etc. If you have any ideas on how to improve the spine please let me know.
I will definately put elbow IK targets on there. That is a terrific idea.
I really appreciate you guys taking a look at this rig!