Here is the most recent rig I have been working on. check it out it takes advantage of a few new features which are pretty nifty. first of all I have abandoned my old foot setup for bassams simpler one as well as using minimal IK .
here is a qick descrption of the contents of the different layers
lights, camera, floor
facial controller drivers control mesh keys as well as armature motion
face,clothing (the face is uvmaped with the new live lscm transform and the clothes are vertex painted)
body armature
hair ( I decided to instead of using the new particles to use a mesh atached to the armature. this way i can use the cool new segmented b_bones, as well a soft body) if you don’t know about it there is a cool new organic extrude feature.try this make a sphere select a bunch of faces and push control and lmb click all over the screen)
facial armature( I decided that this is better to keep seperate. a copylocation/rotation constaint is applied to the root bone. it is targeted at the body armatures head bone)
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thank you for posting your .blend, there isn’t much else out there that I’ve found on shape drivers in 2.4 except bassams .blend on the orange blog.
I did find it a bit confusing though. hard to navigate through
Maybe it would be more usefull to others if you simplified the .blend less models, less layers etc.
what I would like to find out there is more documentation on 2.4 features shapes controllers etc…
Tried out your rig. It’s pretty nice. However, there doesn’t appear to be a way to control where the knees or elbows are pointing. Unless I totally missed something. Control over knees and elbows is pretty important, so if it’s not there, it’s a pretty big oversight.