Rollercoaster JAM

I've got the support tubes on key areas, the rest will be supported by cinder blocks,
boxes and scrap wood for that small town parking lot circus feeling.

I also roughed out the entrance platform.

RC Stand.jpg
 
Is that your Ultimate Human Rig?
That's it.

I'm trying to recreate it for this guy. I've got it all done except
my toe roll control, which I can't figure out how the bleep I did it.

Luckily I don't need it for Mr. Alphabetopolis (formerly named- Mr MacMurphy), but it's frustrating.
 
I still have it, but I wanted to reacquaint myself with it again
and building it once more was the best way I could think of.
 
What is the purpose of the green splines in relation to the skeleton?
Are they just for reference in to indicate the position and rotation of points on skeleton?
Or can you also use them to move the skeleton?
 
The splines do control the bones but are not necessary as you can select the bones directly or in the browser.
They just offer more convenience for selecting the thing you want to move.
 
I'm now doing my least favorite thing, binding the bones/joints to the mesh.
Sometimes it's great out of the box and needs no editing... not this time.

Here's my attempt to get some wrinkles at an elbow or knee flex to simulate clothing.
You can work with a SubDiv Modifier either active or inactive as long as you disable it at the modifier.

Sometimes it's helpful to do Vertex Weight editing with the SubDiv active and while the animation is running.

 
I may use the wrinkle technique some other time, but for this character I'm not going to need it.

I came up with what I consider to be the best geometry for
elbows and knees some time ago and I just retested again.

This helps control flattening and crimping which can leave
you with something that looks like a pinched garden hose.

I'm using a SubDiv Modifier here so I just make sure my underlying mesh doesn't crash into itself.
The conundrum with a joints is that as it bends one side compresses and the other expands.

 
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