Copyright 2008 Michiel Tieleman (FreakyDude)
tieleman.m.googlepages.com
tieleman.m@gmail.com

About:
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MTI_Audine is a fully rigged and animation ready character for blender.
Her features:
Excellent posability.
Clear and color coded controls and widgets
FK/IK switching
Hinge switching for shoulders and neck.

Requires blender 2.47 or later.

Additional credits: 
-------------------
Balade for designing the original Little Audine character, and creating the original mesh. 
And last but not least, for providing the textures: 
The Audine-blue, Audine-red, Audine-blue-face, Audine-red-face textures.
Balade's website: shadowgearstudio.net

The mesh lacked good proportions and topology, but the character was so cool, 
so I kinda redesigned her, redid the mesh, and made a rig to fit.

Thanks to Nathan Vegdahl for some hints and some insight on some issues I was having. 
In particular with the sliders and smooth FK/IK transitions, and for providing the footroll script.

known issues:
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None, if you find any, let me know.

Licensing and using MTI_Audine in your work:
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I.	Using the MTI_Audine rig, mesh and/or character design for commercial purposes:
	The MTI_Audine rig, mesh and/or character design may not be used royalty free for commercial purposes. 
	This includes the original or deratives of the armature, the widgets and the character mesh.
	In short, all parts of the MTI_Audine's file.
	If you want to use the MTI_Audine mesh/character/armature in commercial works, 
	contact me for pricing and terms. (tieleman.m@gmail.com)

	You may notice this is a lot stricter than for my previous characters. Sorry...
	This isn't really done to restrict your rights for working with the rig, but rather to protect the rig.
	If you want to use the MTI_Audine rig for commercial purposes, do not hesitate to contact me.
	If I charge anything, it won't be much. I'm an open source guy after all.

II.	Using the MTI_Audine rig, mesh and/or character design for noncommercial purposes:
	The MTI_Audine rig may be used royalty free for noncommercial purposes. 
	This includes the original or deratives of the armature, the widgets and the character mesh.
	Acceptable use of the MTI_Audine mesh/character includes school projects, demo reels, 
	animation practice and contests.
	You do not need to credit me when using the MTI_Audine rig and/or mesh in your own projects. 
	But you may do so if you like to. If you do credit me, please also credit Balade for the original
	character design. As a courtesy I would like to know when you use the MTI_Audine rig
	in your own projects. Not a legal requirement, just for my own curiosity.

III.	Redistribution of this file.
	You may freely redistribute this file or derivatives of this file.
	However, all text under "Licensing and using MTI_Audine in your work" must be included and unmodified. 
	Any derivatives of the MTI_Audine rig, mesh and character are subject to the licensing terms 
	outlined in this document.

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INSTRUCTIONS:
	
Body rig & controls:
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The rig should be pretty self explanatory.
There are 4 sets of controls, spread over 4 bone layers:
The 1st layer has the main controls in red, for global posing.
The 2nd layer has the FK controls in blue.
The 3rd layer has secondary controls for finetuning.
The 4th layer has additional secondary controls for the clothes.

Various usefull controls and the sliders for FK/IK and hinge are on more than 1 bone layer.

For a more precise description of the rig's controls, read the quickstart guide, included in the zip file.	

Using the MTI_Audine rig as a library file:
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Start up blender, with a clean new scene. Delete the default cube if you want to.
Go to "File>Append or Link. Or press shift F1.
Locate the MTI_Audine library file. select it, then select groups, 
and MTI_Audine_group. You don't need to link the boneshape group.
MAKE SURE YOU HAVE LINK ACTIVE INSTEAD OF APPEND! Otherwise you'll make a local copy.
press space and choose Add>group>MTI_Audine_group. Now you have an empty which 
displays as the entire rig (so mesh, rig, helper objects etc). If you add a proxy by 
pressing ctrl+alt+p, you get a list of items you might want to use for a proxy.
Choose the MTI_Audine_rig. This will create another empty with the posable rig 
in it.

More about grouping, and the use of proxies can be found here:
http://freefactory.org/posts/linked-lib-animation-madness	
http://www.blender.org/development/release-logs/blender-243/proxy-objects/
thanks to bassam for these links.


Using the MTI_Audine_rig with your own mesh:
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	When adjusting the rig to fit your character, make sure you have all bone layers 
	with bones in them visible. When bones overlap, move them together, 
	so the underlaying mechanism will still work when the editing is done.
	For instance, do a lasso select at the ankle will select more than one bone, 
	and you will have to move all selected tips/roots together.
	When you are done, recalculate the values for bones that have constraints that rely on them.
	And reset the length for the footrollbone in the pyconstraint.
	You may want to redesign the widgets as well.
	
	Visit http://wiki.blender.org/index.php/BSoD/Introduction_to_Character_Animation
	for a good start on character rigging.
	
	And do not forget to visit blender.org for that funny little
	open source program too :P
