The Jin and Joe Rigs
“Appealing design, great for body mechanics work.”
☆☆☆☆☆ 5 Stars! – Get it here
Pros: Basics
- Robust body controls. Holy cow there are a lot of controls! I would request a way to turn some if these off to avoid confusing newbie animators.
- Controls for individual fingers, kind of. This is weird choice, but there is an independent control for the knuckles, but everything underneath is an attribute. I prefer controls for each digits and then attr’s if you want them.
- Facial is very limited with only blendshape driven attributes.
- Switches for IK and FK on neck, limbs and spine each controller.
- Basic switches for local, hip, chest and global spaces on all limbs IK and FK
- FK/IK Spine
- Neck and head switch to FK space
- Twist for pole vectors
- Pins for elbows and the knees
- Teeth and tongue controls that are outside the head, easy to select.
- Global scale
Pros: Extras that mean a lot to an animator
- Costume changes:
- Nice you get two rigs, one male and one female.
- Stretchy IK and S & S on the head.
- Lots of deformers on the rig you can turn on to get shapes
- Gimbal lock controllers.
Cons: Deal breakers
- Facial is VERY limited with old fashioned blendshape driven attributes.
- No control visibility. With this many controls they really need this. You could create layers and turn things off and on possibly.
Cons: Extras
- There is no proxy, but the rig is pretty fast.
- I couldn’t find a soft eye resolver. I personally think this is for lazy animators, but many anims like it.
- Hip deformations are tricky for newbies.
- No Foot roll break value. Not a big deal though.
- No rotational order switches. Again, I have never needed this.
- No pickr or GUI.
- No limb visibility for layering animation.