Bend her forearms SLIGHTLY forward. It will decrease the likelihood of an IK Rig on those arms to freak out when getting set up. Also just gesturally looks better.
Have looked through all the possible scenarios on google but none of them seems to be the case of mine. So i was working in rigging my character and apply many sets of IK infinite stretch & squash fuctions on all the needed Ik spline joint sets...i used to have those sets of nodes in my hypershade but suddenly they were…
a high poly cartoon char subd modeling costum rig (IK, FK, morphtargets, scaleable, ...) axe from darksider entry zbrush/baking normals By hannesdelbeke at 2012-07-25
Bend the arms. You're gonna make IK rigging it very difficult. You can separate the head for the retopology if you want. Depends on how flexible you want to show the head to be.
Yup I get what you say! A good trick i been taught for IK hands is to track the arc and how the elbows move. See if tracking the movement of the elbows works
CAT and Puppetshop are both good. We use standard max bones these days and build our own rigs. Motionbuilder takes care of all the joint limits, IK/FK etc.
jiggle does not respond to gravity. You can use a dynamic curve as a spline IK curve though. By constraining only the base of the curve, you can get the effect you're looking for.