1.Unlock all transformations in all controls (scale, rotation and translation), this could be an option along with
dual quaternion and fingers transformations setup menu, when you create the Anim Rig.
2.Toggle on/off between render geometry and low-poly geometry, this could be easily achieve by switching on/off some of the deformers shadow display or using a very low-poly geometry.
3.Having the possibility to deform the shape off the character between joints, using secondary controllers. This could be achieved using the deformers or other new controllers to displace the original deformers position.
4.Bendy Limbs would be a great new feature.
5.For a long term consideration, a Face Rig feature . This could be very useful feature, however very difficult to be implemented without huge discussion. It can be a decisive factor to some users, but others might find it completely useless.
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1.Unlock all transformations in all controls (scale, rotation and translation), this could be an option along with
dual quaternion and fingers transformations setup menu, when you create the Anim Rig.This isn't really possible with the design of the rig as it is optimized to only have certain constraints on certain parts of the rig to optimize the rig speed for animation. Having pose or position and rotation constraints on everything will slow things down. Also the amount of key frame data that is being saved on the controls will increase significantly as well which can add to scene size. Can you give an example where this would help? Maybe there is something we can add to particular parts and not everything?


3.Having the possibility to deform the shape off the character between joints, using secondary controllers. This could be achieved using the deformers or other new controllers to displace the original deformers position.Can you provide an example of what areas you're speaking about?

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