Hi,
I have really enjoyed the ability to very quickly create characters with good topology with Makehuman with subsequent tweaks in Zbrush and 3ds Max. Thanks to all in this community for generously supplying such an excellent set of tools. So far, in my experience the default skinning of the mesh generally works well in the normal range of motion.
My questions:
1. I am looking for the overall design logic of the default rig in v1.1.1. Is there a background document that explains the logic behind the joint heirarchy and intended purpose of the various joints? For example why are there 2 bones for the upper arms (upperarm01.L + upperarm02.L) with different pivot points? The upperarm01.L appears to be located in the traditional shoulder joint location while the upperarm02.L is a bit further down the arm. The same is true for the lower arm and both the upper and lower legs. After reading the available documentation and searching the forums, I could not find any documentation of the logic behind this. This is not a complaint by the way, I am simply trying to use the rig to best advantage in animation.
2. Why are there 3 neck joints?
Thanks in advance for any help in gaining a better understanding of the intended purpose of the individual bones in the default rig.