QUOTE(robcat2075 @ Jul 14 2009, 10:12 PM)

That's a great looking character! I wish I had character ideas like that.
I wont' have time right now to jump in and be much help, but I know Holmes or the other experts could 'splain it to you.
Here's a couple quick things I notice...
-the face could be substantially thinned out without losing the shape. especially the lips and cheek areas. you want those as minimal as you can stand to make them easy to rig.
-if you put the axis of the toe bone near the sole rather than in the middle you'll get a more natural motion. when you bend a shoe the sole never stretches, the rest of the shoe compresses
-the first joint of the fingers is too far out. In reality that knuckle is buried quite a ways into the palm. Look at yours and notice it doesn't turn at the edge of the finger webbing. (This is a very common mistake in CG characters)
-modeling that thumb flat with the palm will be a hassle to rig and animate naturally. That's putting it at one extreme of its natural range.
Model it hanging down at a 45 or 90° angle. that's really a more natural default position to CP weight and move from especially when you have to reach the thumb across the palm to touch the opposing fingers.
-that tuxedo is cool. that will be a major challenge. When someone bends and turns the front of a garment like that will slide over their body more than it will stretch and shear as skin would. Can't wait to see how Holmes solves that! I'd like to see someone do that with AM cloth, but that would be an advanced topic.
-those shoulders aren't bad. It looks like you're understanding what fan bones do.
-you'll need to decide whether the eyelids will fit the eyes or the eyes will fit the eyelids. Right now they're in different counties.
-You probably know this but what you've got here is the geometry bones. By themselves they won't be a very happy "rig" to animate. Before you do this CP weighting and fanboning you should investigate what control rig you will want to use (Hint: don't invent your own just yet). You want to decide this first because each rig has a different naming convention for it's geometry bones and a different workflow for getting them in place to start out.
OK, that was more than a couple of things
Again, great looking character. I'm wondering what sort of musical mishap he's going to get into!
Thanks for the positive comments and for the plethora of advice - this is already a lot of great info to ingest. Thank you!
Seems like I need to address the excess of CPs and splines to begin with.
Robcat - your advice on the toe rigging, the thumbs, and the eyes is well received. I honestly have yet to grasp the relationship between the eyeballs and their sockets. I've got Burn Hogarth's anatomy books but no true depth of knowledge of anatomy. Every time I'm dealing with eyes in A:M things get wacky and inconsistent, so I appreciate your candor and will hopefully gain some knowledge in these areas working with Holmes.
David - I have not worked with the 2008 Rig, but have TSM2. Haven't used TSM2 in a few years (didn't they stop supporting it?). Maybe I'll have better luck if I try to use it now. It kinda overwhelmed me a few years ago.
From what I gather from both of you, creating my own control rig is not where I exist right now. That's understandable, but I've downloaded and tried the 'squetch rig' as well as Patason's Rig and TSM2 and, again, have not gotten a handle on them and became overwhelmed.
I will post wireframe renders from every angle after I spend some time addressing the 'too many CPs' issue. I think I get caught up in the contours of the face without regard or true knowledge for animating it (a difficult lesson to learn!).
Thanks for your help.