I'm using the basic mesh as reference in orthographic view for:
Drawing joints for a spine
Making an FK version for cumulative X rotations, and
IK version, using an IK Spline for complex twisting.
Spine FK/IK
Writing additional lock controls on shoulders to toggle between neck following/not following spine rotation.
Neck controls
Same on neck controls.
Head controls
Adding controls on the head to toggle between eyes following/not following head rotations.
Matching IK/FK pose
Using MEL to snap, toggle, and match between IK and FK on a posed leg.
Fixed elbow
Adding attributes on the elbow to set it static and move forearm IK independent from upper arm. Doing the same for knees, hands and feet.
Hand refinement
The hand has several fine tuning controls, including individual transformations and default poses:
Reverse foot
IK Foot has a reverse mode with alternative pivot points:
Independent pivots
Spine and head have independent, movable pivots.
Scaling rig
The rig bases on one total joint, which enables it to keep all functionalities, even after scaling.
With a ready and functional rig, I'm applying simulation on the skin using Maya Muscle.
After animating, exporting mesh deformations using Alembic, into a new scene with environment and lighting. Click on the case study links to see what happens in the next steps of the pipeline:
Rigging
Rigging Human Head
Rigging a human head with FK/IK minimal joints, creating a user interface, and combining blendShapes to match an expressions sheet.
Skinning Human Body
Skinning a whole human body using Maya Muscle, attaching muscles to joints in Maya, using them as influence objects, and mixing blendShapes.
Skinning Facial Expressions
Using skinning for facial expressions, through quad retopology, minimum Maya joints, importing and combining expressions sculpted in ZBrush.
Visual Effects
Grooming Human Head
Grooming a human head using XGen in Maya, linking geometry to descriptions, simulating, caching, applying shaders, rendering and compositing.
Maya Muscle for Skinning
Simulating Maya Muscle on a rigged human character, using them as deformers on skinning and letting it drive Maya Nucleus nHair and nCloth.
Simulating Clothes
Simulating clothes using nCloth in Maya. Mesh with motion capture drives dress & necklace. Cached shirt simulation drives a vest.