Here's a pretty big update to the Squetch Rig. Thanks to Mark Skodacek and David Seymour for their help in getting the additions in this release.
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Limb bowing has been added...the bicep/forearm/thigh/calf bones have the ability to bow using percentage poses in the "Animation_Controls/Arm_Controls" and "Animation_Controls/Leg_Controls" Pose folders.
The limb bowing also added subdivisions of the biceps/forearms/thighs/calves...each is divided into four now. Which adds the ability to squetch each subdivision. The bicep flexing uses the added underlying squetch nulls (which can be unhidden using the on/off poses in the "Animation_Controls/Squetch_Controls/ARMS" and "Animation_Controls/Squetch_Controls/LEGS" folders) and is driven by two percentage poses in the "Rig_Components/arm_constraints_folder" that automatically gradually turn off the bicep flexing as the arm is stretched. Those poses can be manually adjusted if necessary...they adjust the amount of flexing that will occur, they don't actually flex the biceps.
The elbows and knees can be bent in any direction using the rotate manipulators in FK...which works very well with the limb bowing already mentioned.
The arms and legs can scale-to-reach the IK controllers in IK...you can also set the point at which the elbow/knee bends when squashing. This means that you can stretch out the arm/leg and have it bend on the return to normal/squash at anywhere from 10% to 200% of the original size. The Poses are located in the "Animation_Controls/Squetch_Controls/ARMS" and "Animation_Controls/Squetch_Controls/LEGS" folders.
There are improved mouth in/out poses...it is actually a simpler design, but does a lot better job. Also, the in/out poses are divided up into more subdivisions so that you can get a more natural look.
The eyelid geometry bones got re-parented to make Smartskinning the eyelids easier...just apply the Smartskins to the eyelid_geom bones and the auto eyelid stuff will work with it.
There are now constraints on the "FACE Interface - Master" bone in the "Animation_Controls/FACE Interface/Constraints (do not touch)/Face Control Constraints" pose that make it "orient like" and "translate to" the "head_control" bone. The constraints are set to 0% enforcement and can be applied with a compensate once everything has been positioned to keep the FACE controls tied to the head.
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I'll post the example model that will replace Squetchy Thom in the next day or so...I still have to add a few poses to his face. There will be more installations posted soon, these are what I have finished at the moment.
If you have v13s or better, I highly recommend Mark Skodacek's Posable installation tutorial which starts here. Mark will be posting an update to the Posable installation model pretty soon.
If you are using v11.1, you'll need the DLL files in the ZIP posted here, there are instructions for installing them inside. You will need the InstallRig plugin for all versions. There is more information and additional versions on the Wiki...some of it will get updated by tomorrow.
If anyone finds a problem, let me know and I'll fix it as fast as I can.
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EDIT
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There is a bug fix for this version in this post, I deleted the rig files in this post.
