- Auto IK/FK matching/switching
- No-pop space switching for Hand IK controls
- Reset Rig function
- Select/Deselect All Controls
- Mirror Selected Controls/All Left to Right/All Right to Left
- Flip Selected/All Controls
Moving on to facial next.


I usually switch to the Front View first for these joints to determine the frontal position. In this case, it was obvious where the joints should be placed due to the great model. In other cases, I will have to use my own discretion to determine where the root and leg joint pivot lines are. From the side view, they should be centralised in the body.

In hinge-joint areas, for e.g. knee, elbow, fingers, where joints have only 1 degree of freedom, I usually place the joint just slightly above the exact hinge position. In this case, the knee joint, from the diagram we can see that the joint is placed slightly above the hinge (dotted line). And also, offset them slightly from the mid point of the geometry towards the surface which stretches when the joints are rotated. I find that this gives me better deformations later on.
Nothing much. Just to show where the spine joints actually start and end.
The head joint is placed at the bottom of the ear, and then moved slightly backwards. The jaw joint is placed at the position where the jaw is deemed to be pivoting at.
In the front view, the clavicle joint is placed at where the actual clavicle joint pivots.
One more important note: I usually take great care in NOT directly translating any joints of parts where IK handles will be applied, for e.g. the arm-elbow-wrist area, and the leg-knee-ankle area. As can be seen from the guide, they are first created as a straight line. Subsequently during the joint guide placement stage, only the arm/leg joints are translated. The positions of the elbow, knee, wrist and ankle are all achieved by rotating the joints, and then