V0.04

Please read the README.txt file for Copyright notices and disclaimer.

INSTRUCTIONS: 
=============
CuteBear is a fully rigged Inverse Kinematics 
Character that is fully poseable.

It comes complete with eye control (you can free the eyes from
the camera, they currently gaze at the camera as it is now and
assign it to a separate object.

You just either grab the colored IK-constraints (palms, feet, head)
and position them where you want them.

You can further pose the bones by grabbing them and rotating
them into the wanted position without destroying the IK chain.

The rig even features the new Constraints by Brecht so they
won't override the humanly possible positions when you pose by IK.
This is practical if you need quick keys with your animation 
and don't want to fiddle with posing too much.

You can turn on/off X-ray of the bones as you please, but
it's more practical to have them on - therefor I've left them on
for your convinience.

There's even some basic SHAPE keys for you to make CuteBEAR
express himself. Check out these under the SHAPES menu in
F9 (Editmesh).

When you keep posing, rotations can get slightly off, therefor
deformations will end up looking weird if you posed CuteBEAR in
too many awkward positions, so to reset these you can:

Press Alt + R to Clear rotations on the selected bones
Press Alt + S to Clear Scale values on the selected bones
Press Alt + G to Clear rotations.

To clear everything, eg. rotations...just press A until the
whole set of bones is selected and then do the ctrl+R thing.

CuteBEAR comes with basic shading & lightning, you may modify the
character as you please. but if you decide to distribute the
modified character - remember to include the copyright notice (readme.txt)
and credit me for the base character - while crediting yourself for
the additions. You should also include a copy of the ORIGINAL model
with your new distribution. You may NOT add further copyrights to your
own additions. All copyrights to this character remains with Tommy Helgevold.

The character where created for the Blender community promotional
and educational purposes only. Please read the Readme.txt for further
information about it.

Enjoy!

Best wishes
/Tommy
 
Changes to v0.03 (0.04)

Now there's shape keys - check it out
in your Shapes menu under F9 - Editmesh.

Adjust the sliders, and select the various
keys by pressing the icon with the two arrows.
adjust the sliders to apply facial deformations.

AND...add your OWN keys ;)

Changes to v0.02 (0.03)

Joint stiffness has now been added to arms
as well.

Arms have gotten new limits, and
I've opened for "impossible" limits
in the middle joints because it simply
animates better, wrong....but looks better
than the "spastic" correct values. Maybe
this will be fixed in the future, for now
this is a "hack" - but it works.

You'll find that arms now move more naturally
following his body nicely. Again...you can always
rotate manually any bone you want if IK doesn't
do everything you want.

Changes to v0.01 (0.02)

Joint stiffness has been added to upper-leg bones
and to the feet.

This means you will have better IK control, but sacrificing 
flexibility. You can still pose the creature manually though if you
need "other" positions.

In order to position feet properly, grab the constraint in FRONT
of the foot with your mouse (and G), and ensure you have the whole
screen to move the pointer around, this will ensure full flexibillity
of the IK chain.

I've also made prettier "weights" so the body deformations should
be more even (pretty fleshy deformations) than before, still keeping
it simple with a low number of bones.

