GENMAN:
Built in Animation:Master v-11.1d
-----------------------
Modeling:
I modeled him to be as small in patches as I could, but still trying to maintain some musculature and definition. Most heavy patches are in the head and hands.
----------------------
Decaling:
I provided photoshop documents with layers and alpha so that you can just start painting him without having to re-decal. I did miss a few patches in the mouth, but didn't see that as much of a problem because the roof of the mouth is rarely seen. Feel free to redecal those patches if you must. The texture maps are 1000x1000.
--------------------
Posesliders:
Full phonemes are here, some facial motion also(eye upper and lower lids, smile, cheek puff, brows + more... everything has left and right controlls. EVEN PUPILS dialate!)
__
  Detail how to set for animation in action or chor:
In the properties panel:
** RIG folder->Setup folder->JeffLew Rig Setup/IK Arms Setup/IK Legs Setup--all should be turned on.

**Jaw-- Jaw hindge--the jaw has a parent bone that can become a secondary pivot point if you wanted to move the jaw forward or back more (like to jutt the jaw)... the pose on will create a constraint to keep you from moving it too far. You can enable this but it is not necessery.

**Hands-- Same as with 2001 rig... except left hand thumb not posed correctly.

**LeftHAND and RightHAND locks-- no pose there... just left it there in case I needed a pose there. I don't have targets for the hands/arms since the rig for the arms and torso/head follow the basic bones of the JeffLew rig available on his DVD site.

**Turn all of the joint smoothing poses... it controls the fan bones

**Under Phonemes you have LipSync (Phonemes) and facial-X (eyes,brows,nose,cheeks) and body tweeks (breathing).

---
Flatten4Decaling--in case you need to re-decal anything I made a pose to flatten out each part for decaling in an action!
_____________________________________________
Model comes with porcelain skin applied. Head hair and eyelashes already combed +colored. You can change the color under "Surface" in the Hair emitter properties.

I suggest you look at the various fan bones and extra muscle bones in the model to get a feel for what they do to move the skin, in case you wish to put armor on him. Look at the relationships that smooth the joints to learn more.
 The shoulders MOVE the shoulders... this was necessary in a human character. There is a constraint on the shoulders to keep them from moving too far... which makes the shoulder look dislocated during animation... I have it constrained a little too tight... you may find it better to allow the shoulders to be more flexible.

 That's all I could think of to tell you about this character. The rest is up to you.

Entity (Rich Jackson)