This is the main control for scene placement meant to be used to move the puppet into the desired worldspace location.
This set of controls are for “high-level” motion of the spine. Moving/rotating these controls moves the entire torso/spine of the Cheetah while keeping the curvature of the spine unchanged.
The spine controls are a child of the COG controls, and allow more fine-grained control of the vertebrae of the spine. The three controls in the middle are constrained to stay equally distributed between the shoulder and hip.
The neck and head are simple FK. The neck is attached to the upperTorso. There is a switch on the neck that determines if the orientation is worldSpace or inherited from the shoulders (1 = worldSpace).
The tail controls drive the tail’s shape via a spline. The tail is attached to the hip. There is a switch on the base of the tail that switches the orientation of the tail to worldSpace or inherited from the hip (1 is worldSpace).
The leg controls are IK controls. They are a typical “reverse foot” setup with a ballLift and a ballTwist on the main foot control for each foot.
The toe controls are simple IK controls for each toe.
The joint hierarchy of the puppet can be drawn to the viewport for visualization purposes. This is done with a single custom “skeleton” shape transform. It’s hidden by default to improve rendering performance.
For reference purposes, we have included the original unskinned Cheetah mesh used by the Ziva Puppet as an unskinned Maya mesh. The Maya mesh makes it easier to inspect the mesh, for example to see how many vertices it has. It’s hidden by default to improve rendering performance of the scene.