While there may be enough Steve's in the world already, this rig is much friendlier to use and customize, and has several minor parts improved upon the previous characters I released, and now includes the very special "Fancy Feet" rocking and rolling feature. I would in fact delete the other blend files to channel more people to this file, but the other video already references those unique rigs so stay they must. In the future, I will exclusively update this rig instead of releasing new files, this will always be the most up to date public rig of this style.
This rig is an update to those in the production of "Mr. Herorbine's Singalong Tragedy", and was developed by Patrick W. Crawford (TheDuckCow) and modified further by Austin C. Prescott (ACAnimations and ACBlenderTutorials) to add in the Fancy Feet.
Rig Demo video above (see video description for further demo/customization videos)
Watch the 3 music videos here!
It is being released as CC0 or public domain, so you are free to modify and share as you please. You do not have to give credit, but it is much appreciated :)
THE WAY YOU SHOULD USE THIS RIG IS BY LINKING THE GROUP TO THE BLEND FILE YOU WANT TO USE IT IN (File > link > [nav to this blend file] > group > steve)
THEN PROXY THE ARMATURE (steve.arma) SO YOU CAN ANIMATE IT (control alt p) IN YOUR OTHER FILE
FANCY FEET NOTICE
Fancy Feet causes the IK foot controls to act like a floor. It may be toggled on or off using the "ON/OFF" slider on layer 3 of the armature.
When using Fancy Feet, the model may assume an incorrect position from time to time. Stepping forward a frame and back again will fix it. Also, when stepping backward through the animation, the Fancy Feet may behave oddly, but it will play forward perfectly.
This rig uses FK/IK switching controls. The bone "UIrigCont" to the (rig's) right has the control sliders to switch each limb between FK and IK; I typically animate using inverse kinematics for legs and forward kinematics for arms, so this is the default "rest" configuration, but you can of course change it on the fly as necessary.
On Layer 2 is an extra head accesory, pre-weighted and parented. To create things like hair, simply delete unwanted faces etc.
The head is made to have independent rotation to the rest of the rig; this is a personal choice, as I think it allows to more easily make less rigid "keyframe-looking" animations - but if you want to re-enable rotation, select the neck bone, go to the single bone tab and select "inherent rotation" under the relations subsection.
The bones of the rig are spread over 3 primary bone layers with varying levels of detail. I general would start animating with only the first layer visible, then adding the others to make the finer tuned adjustments.
EDIT: Austin C. Prescott (ACAnimations and ACBlenderTutorials) has made the following modifications to this rig:
-Added color-coding -Fixed the IK/FK switch that was not working -Removed the distortion in the sharp bends -Added a rotation limit property for the elbows and knees to each IK control -Added "Fancy Feet" to the IK foot rig.
UPDATE December 9, 2016 (v 2.6.0): The MCprep v3.0.0 addon paired update - Completely retopologized the rig. Now, everythign aligns to distinct pixel lines for easy extrusion and modification - Improved some ui controls - Included improved second layer objects
UPDATE June 13, 2015 (v 2.5.0): The post "Destroy You" animation update - Completely redid the "front end" interaction, now many more actions and controls driven by fewer bones. Much friendlier rig to use. - New mouth system, one control for many mouth shapes - option for 1 or 2 axis rocking switch (side rolling property on IK for feet) - master finger controls, rotate and translate to control all four fingers and thumb - eyebrow and eyelid controls controls, utilizes rotation, scale, and translation - Re-thought eye control, removed unnecessary "eye-K" - Includes 1.8 skin second layer objects on layer 2 of blend file, to make them part of the library rig you need to add those objects to the "steve" group. - Changed other bone shapes so that curvey controls are rounded and square/rigid controls have sharp corners. - Added wrists - Added teeth control - Added control slider for rectangle versus rounded triangle mouth