Andy confronted me and he explained that he had finished rigging our character. He explained that there were some issues and limitations to the rig such as issues with the wrists if pulled to far and that the fingers cannot be keyed individually. However I was very happy with Andy's work and I began to experiment with the rig. He had done a very good job considering rigging isn't exactly his forte. I was very grateful and he said we should contact him if there are any problems. The rig was working very well and should be just what we need in order to produce some character animation. All that we need to do now is get the blends connected to the face of this rig. It is this character stage which is putting a strain on the schedule but progress can only be made as fast as peoples capability and time they can devote to our project. I don't want to nag them too often otherwise this would just put unnecessary pressure and stress and would thus have a negative impact on the work that they would produce. After all I am not working with professionals who are proficient in a single specialism. The last thing I want is for people like Andy to rush their work and end up with a poor quality rig. If you want it done properly you need to give that little bit extra time in order get it just right. I dont want to be animating a poor rig and I don't want to produce some rubbish.
Andy Kinnear's Character Rig Complete with bones/joints, handles and painted weights.
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