Very nice! Love the design, and it works really well with this rig. I particularly like seeing a full-spine approach, which I've never used but oft considered.
Also, I always like seeing someone else label a layer "Back Hair" since I do it despite that it just sounds wrong to me
The hair is definitely a girl! She has straight legs and a bubbly butt.
Two critique that I have is make sure the model can fit in the camera view. I tried to shrink her down or expand the camera as far as I could go to make a render of her, and she wouldn't fit inside. Also I had trouble grabbing her root bone to move her because the root bone was also stack by her hip bone and her leg bone.
I would have made a smart bone to control all the little spine bone to bend her each way. or maybe 2 smart bone to control upper and bottom side bend.
I tend to make a lot of smart bone, since version 10 I have become addicted to smart bone!
I lied, I have one more suggestion. The mickey mouse hands seems out of sync with the rest of her. It stood out, and I think that is why I try to get a render of her without the bone. To see if you applied any other effect on her.
Thanks all! And thanks for the suggestions, Ruscular! I just upgraded to 10 right as I was making the rig so there are a lot of new features I am still learning. And I'm still trying to understand if the new features make the old rigging methods completely obsolete or if there are still some advantages to using the old ways. I really want to do some side by side comparisons and test everything.
Rigging of a character have jump several level in complexities. You can make it as complex that its almost 3D and I am finding that it may actually takes the same amount of time to rig a character in a 3D program. However making a character is quicker in 2D than 3D.
The verdict is still out on how to do lip poses. I have settled for the switch layers for the phenome, and smart bone for the expression. and perspective distortion on the switch layers for head turns. Gets me about a limited 45 degree turn.