
I should write a detailed how-to guide sometime, but for now here's the file (v9.5) you can play with and a quick overview:
The basic idea is to use smart bones to (1) control switches to display different poses, (2) move points to smooth the transition between poses, and (3) animate layer order.
One caveat when layer ordering in smart bone actions: it will prevent layer ordering on the mainline in the same level. Because of this, I keep the top level free of layer order keys and layer order only WITHIN subgroups, eg., upper torso, lower torso, and head. Eg.,:
TOP LEVEL BONE
_LOWER ARM/HAND RIGHT
_LOWER ARM/HAND LEFT
_HEAD
__hair front
__hair side right
__hair side left
__face
__ear right
__ear left
__neck
__hair back
_UPPER TORSO
__chest
__upper arm right
__upper arm left
_LOWER TORSO
__leg/foot right
__leg/foot left
__pelvis
With this set up I can animate the lower arms/hands to be in front or behind the torso as needed on the mainline.
In the case of the head, I chose to use selgin’s head turn (meshinstance script is needed), but you can also use a switch as in the chest and pelvis.
I still believe that it's best to build a rig to meet the needs of the scene rather than try to cover every possible movement in one rig. However, I think there are some useful features in this rig that’s worth considering.
Let me know what you think so far. Thanks.