Finished Rig & Rig Evaluation

By this point, I have now finished my character's rig to a point where it works efficiently and can perform a variety of movements, along with efficient IK, although admittedly not perfect.

My rig includes all joints that may be needed in the rig, including the feet, ribs, mouth and eyes, and fingers; it also has control curves for global movement, hip rotation, and global hip control. Finally, there is IK in place to control both arms and legs, and a full reverse IK setup for the feet.

While creating the rig although it was challenging, I also learned a variety of things, including how to effectively implement IK, the importance of joint orientation, advanced ways of implementing parenting to improve a rig (such as in reverse foot IK, creating a joint handle from one joint, and then parenting it under another joint in order for the reverse IK to work), and how to also create reverse IK.

Below are screenshots of my rig:







I have also created a small animation, testing my rig and its capabilities (somewhat), which can be seen below, and shows how well my rig works, making use of the control curves, IK, and everything underlying the two.


However, I have encountered a variety of problems while creating my rig and test animation.
Firstly, during the creation of the test animation, in some frames of the animation the arm IK was being controlled from extremely far away on the world's x axis, which could be seen when using the move and rotation tools.
Secondly, in the animation, and as it was being created, black patches (these were usually different sizes or shapes to the faces they appeared on) could be seen all over the head of the model (but only the head) which would change in position and number each frame. However, this would only happen after setting a new key frame in which a node in the model had been moved.

Additionally, when rotated, the Hips rotate control curve would twist the hips of the model in an incredibly over the top fashion (screenshot below) at some frames, which deforms the model before returning to normal in other frames, although this still occurs in the animation.
As well as this, the directions that the pole vectors are facing for all of the IK is slightly off (and one a little further off), as opposed to them facing straight in one direction. This is an issue which I have attempted to fix, but any solution so far causes something else in the mesh or joints to go wrong.

Another issue is that when the IK is moved too far in some directions (mostly the directions which cause the joints to bend to replicate body movement), it causes the joints to move abnormally and cause the mesh to deform.
Finally, in the test animation, the right arm "snaps" into one of its key frame positions, rather than moving into it over the frames in between the two key frames as it should.

Overall, I conclude that my rig is quite efficient and can be effectively used in order to animate. However, certain, more detailed animations or sections of animations would be incredibly difficult or not possible to do with this rig, while there are certain problems which I mentioned above that may decrease the quality of the animation, or restrict certain things (such as how far some parts of the body can bend).

A link to the Maya file for this rig can be found below:
https://drive.google.com/open?id=1kVM11HygQO6qMipbb57dT7g1_4IYiKVz

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