 Welcome back to the Rig Review and today we're going to take a look at this rig. This is Lupine. This is based on the Lupine House school or mentorship here. You've got different rigs here. Let's go to the site here. You've got Lupine Bleu, Sally and Sarah, Sally, Sally, French or English. Now this rig is not available for the public here. This is not for purchase or download. This is a rig that is exclusive for Lupine House students. Now they are having a promotion here. You can subscribe to their site by the 12th of May. So by the 12th of May, you can get this rig for free, but then after that it's only available for the students. Now you're wondering what is Lupine House? I actually have a blurb here that I can read. Lupine House provides advanced mentorships for aspiring animators looking to lift their animation to feature quality. Their mentors are from the world's leading studios like Disney, Pixar, Sony, Illumination, Adina, etc. And if you want to learn more about them, check out their website. As I have here, you can see course the reviews and a blog for the site. You can check out the site. Of course, there will be a link in the description to all of this. And I will also post the rig and the link to Lupine House on my animation buffet website. As always, there are a bunch of reviews on there and I collect rigs from all over the place and collect them on this site and redirect students and whoever needs rigs on there. So check that out. Check out Lupine House. And full transparency, I got this rig from Lupine House. I'm not a student or a mentor or a teacher, I'm not a affiliate at all. The same year to help out with the promotion and I'm going to check this out with the usual rig walkthrough. Speaking of which, there it is, the rig and its glory. Now I added some lights when it comes in. It's fairly dark. So if you want to animate like this, that's totally fine. I had a bunch of lights just for the review so you can see what is going on. All right. So there we go. These are the controllers. Now I was provided this video with a walkthrough of their tools, which is really cool. And instead of kind of rehashing this and going through as well, I'm going to add this at the very end of this review so you can see in Stephen's own words what it does. It's very cool. You have an AM tool shelf as you can see here. I'm going to scrub through this, but again, at the end of the review, you can see the full length clip here. But you have a marking menu so that when you left click on this or right click the menu and you're set up there, you can see that you have IKFK switching. You have a bunch of tools like mirroring stuff. It's super cool. It's already from the get go, very robust. You can see here all those options there. And also, as I'm scrubbing through here, it gives you a picker. So this is the Lupin MG picker as it's called here, bunch of stuff. You can see the offsets. You have tweaks. You have lattice deformers, which I saw, which is really cool. It's definitely a very cartoony rig. You have a lot of options to deform and manipulate this rig. So it's definitely on the more advanced side for cartoony deformations and acting and just kind of really pushing and breaking the rig to no end. And it also comes with its livery here. You can see here you got facial poses, finger poses. So as a school providing this rig, it comes with a bunch of support in terms of not just like this is just the basic rig there's a bunch of options for those. Also, there are a bunch of options, but also a bunch of ways of accessing this. So if you're a picker person, there you go. If not, obviously you can work without it. But I think that's pretty cool from the get go to have all these options. You can see here display visibility on and off. So it definitely provides a healthy variety in terms of workflows and how you can work. And you can see here you got different pivot points for hands and there's so much stuff to go through. This is over 12 minutes long. So I'm going to put this, like I said, at the end of this rig walkthrough because it's so detailed and awesome why rehash and maybe say something that I forget or say something wrong. So watch out for that at the end. Now when it comes to the rig, there you go. I know it's glory. If you don't put in lights, it's kind of dark in my setup. Now I'm using Maya 2020. Yes, it's not the newest newest. So you have a main rig like this and you have the main controller. So that is obviously working for this. You can scale the rig using this controller. You know, it's a rotate and do a bunch of stuff. And then you have the visibility on off for extra controls. You can see this here and then you can take that and move it around. Usually for me, this is always like, oh, do I want a different pivot point? If you don't have a tool that changes pivots like that, so you can have your main character like this. And then this is then more of a kind of a Superman flying set up then where you can fly around and go, that's pretty cool. And there is another sub. So you have a bunch of these you have then this place on off like that. And on the other rigs, you have no extra. Always check. I would always check and the child controls or anything that's rig related, you know, for options or extra controllers. Now, as always, I don't know why I start with the feet. We got some detailed textures on those massively long feet. All right, so we can go with this controller here. This is for options. So you have the IK FK blend. So you can see here how the control is changing. Obviously after that, it's your classic FK setup. And you can see that control is right there to move things around like that. Or you go back to an IK setup, which is then this controller to move things around. Let's go back and then you have the stretch top. As always, every rig has that kind of thing. And you got the same thing with the bottom stretching. You got the squeeze. So if I take that leg and stretch it all out here and then go back to this controller, you can see here what happens with the squeeze. And then you have also visibility for all this, right? So can I take this guy's here, turn on off and you have the tweak visibility on off so with the tweakers, you can go in there, change the surrounding and you have extra one. So there is a bunch of stuff, like I said before, it's very, very customizable. Obviously, you know, what poses this. But there is so much stuff you can do with this rig. So many controls, which is really, really cool. Going back to this, if I grab that main controller and I rotate the foot around, you can see nothing happens with the knee. So some rigs have something where when you turn the foot, the knee comes with it, not in this case. So you could either do it like that. And also here you have the IKFK blend on both sides there. Or you select this here and you have your twist here. So you can change it to be like that. There is that snap, right? So now you have a knee pin. These all have different names here. So you have the PV pin. The twist is fairly the same name, but that's always something with specific rigs to have different naming conventions for a bunch of stuff. Again, you have a stretch. So if I want to take this leg and I stretch it down, then you can say, yeah, but I don't want the stretch. You also have a soft stretch where it will tweak things. So when you go into this, you can see how the knee kind of pops. But if I bring this all the way up to one, you can see here there's a lot less of a pop there. I think that's pretty cool. That's super helpful on walks. So I definitely like that. And again, you have your world space for a hip and world. And then the IKFK blend, like I said, I'm always a big fan, too. Actually, this is as an aside, when you have different ways of accessing IKFK blend, sometimes you think that, well, the blend should be on the foot or like an elbow blend should be where the hand is. But sometimes it's not sometimes it's back to the main controller. And then it's kind of hidden, I don't know, as I've worked with a few rigs. I am a big fan of that. Then you have separate controllers here. So you can translate. You can also rotate. And this is also for the middle. So you have deformations for, again, all kinds of posing. This goes all the way to the front. And then you have right there. This is for your pivot. So you can technically move this around like this if you want. But then you can also have your kind of a foot roll. Banking is in the middle. And then you have this one here where this has like all the overall foot banking stuff. So usually on the rigs, you have this on the main controller here. This is up here. So you can't rotate or anything. This is through translate where you have your pivot on the side for banking. And then you have foot roll is like this. There's a really soft roll here or going all the way back, breaking the foot back. But I like that there is an option to go really far with this. And obviously this is on both sides. And there's another one back here. So if you have this, you can move it technically from that. So watch out. That's where the pivot point is. But then you also have all of this here to pivot around like that. So lots of options, which I think is pretty cool. They're going back to the knee. So this is again, your IKFK blends, but you can do your twist with this as well. Like I said, this is your bimbo. You have the smooth start so you can see where this begins. Smooth mid, smooth end, and then the fall off percentage here. So you can decide how much this is going to affect this. So it's not so straight. Again, lots of options. Very cool. As we go up here, you have a lower one here. This is, let me bring this down a little bit. OK, up legs, swing control. Again, some of these are differently named, but that's the usual on the side. You can't really rotate this. No. Can you scale? Oh, you can't scale. So but you can translate this out. There's one more comes a bit more from a different pivot point. But this one you can actually you can see you can do a bunch of stuff. You can't scale. Like I do like when there's a scale option to completely deform things. So right now there's no extra controller there or you can deform stuff. So given that you have all these options here, like I wish you can see how you can make this bigger. So there's a fall off. It's pretty harsh here. But anything where you can do, you know, you can scale things up. It's not everywhere. You have to kind of look at which part of the rig. But I'm a fan if you have extra controllers to kind of even sculpt even more. So you've already have all these cartoony options. Why not go further? Anyway, these are the hips here. You can see here that pivot point and how much it affects the rest. You can also translate like that. There's nothing else in the channel for that controller there. This is the main route so you can go down. It's just pretty fast. I by now have kind of older set up here, all the computer, but this totally works. No scale. But again, you can rotate and translate all that good stuff. Zoom in a little bit. You can select this gimbal control. You can see there's the next one here. You have free control visibility. So these are right there. So with this, again, you can sculpt and that's what I was talking about where you can start scaling things. These are all the options. These go right beneath here. Again, you can do a bunch of stuff to shape, which is pretty cool here. Turn this off. You have the hip pivots. So here you can see how we can move that pivot. So if we are moving all the way over there and then you rotate, you can see now this is the pivot, which is pretty cool. Again, you don't have to add any different locator setups or anything. So if you want to pivot from here for whatever reason, it can be like that. And you can imagine like someone is here grabbing the guy by the hips and you want a simple setup like that, whatever you whatever your thought is on why you would do that. I think that's cool. I'm a big fan of extra pivot controls. Ikea controls here is on both and then you have Ikea only. So then I have those helpers here. Let me turn those helpers off. This would be your standard FK, right? You can still translate, which is always very helpful. But if you don't like that, you can go back here and say, I actually just want Ikea and then this is your Ikea setup. I'm also a big fan of this because it gives you it's kind of sometimes you have too many controls on spines and it gets very convoluted. Whereas you have a big box like this. This is a bit more accurate to your rib cage here. So if you move this forward, you know, you still have a nice bend, but you're not over twisting. You can still translate, you know, and shape your your line of action. You curse however you want to and I like that they're options. As always, they're good options. Sometimes it's easier to do something where you do have FK controls. But if you are not careful, especially when students animating, sometimes it ends up being like this, like you start breaking the rig. So in that case, it almost if you start animating, this might almost be the easier option of just one controller. Think about the line of action. It's just a bit simple, a bit simpler setup. I'm a big fan of this. I like that they have this here. Now breathing, you have the chest breathing like this. You can see how much it expands. I like that it expands more to the front with a little bit of keep alive in the back. I think that's a nicely detailed and accurate here. The belly, so a big inhale like this. And then through shoulders, which is funny, because I just talked about this to one of my students about breathing where it's more in the upper chest and then you can kind of rotate the chest back and also do some in the shoulders. And I like that this is kind of separate so you don't have to actually animate the shoulders, because you might have already shoulder animation through something with your arms. So it's something that's tricky to add, like an overriding, you can use the animation layer, but you can have like an overriding layer of breathing. So I like that, I like that that's actually in here as a separate controller. So again, plus points for this rig. Let's go, let's see, it can go up to actually speaking of shoulders, I just go to the shoulders here. So this is how far we can go here. You also have auto-clavicle. So if I take this guy and rotate this up here, you would actually have to use the controller clavicle to go up. Now, if I change this to IK and I go like this, you can see how the shoulder moves up. Now you might not like this, I kind of like this personally, because it's there and it's immediately more accurate and you can always counter or change things. If you don't do it and you forget, then you end up with something like this. And I have that with students, sometimes with more professional work as well, where people don't go far enough or at all with their shoulder animation and just in terms of body mechanics, I forget that they're kind of there. I don't know. So again, big fan of auto-clavicles. This is your lower part here. You have clavicle, world, chest, if you can't resist to your world space and all that good stuff. Now, it also lets you translate in case you want to reshape and move things around. That's also good here. For this, again, this is auto-clavicle on-off. These are the only options for that. Let's go back and actually move this up here. So this is your IK arm. And as you move this around, this is your true IK hand. So as I move this around, you can see that the wrist stays in that orientation. Now, is there anything that changes that? If I look at this setup here, you have no scaling here, but you have rotate obviously and translates. You have the visibility on-off. You can see this here. So this is your elbow control like this. You also have a twist. As we said before, this is your point here. If you have a lock, if you have elbows on a table, for instance, but it's back, you have your stretch on-off. So let's just go back here. Stretch, I don't want this. Yes or no, the soft stretch like we talked about. But that is it. What I would love to see, and again, most rigs don't have that, but the recent Vixen rig that I was reviewing, it's always the one that comes to mind because it's just so rare that rigs have this, is that when you move this around an IK arm, the wrist actually stays oriented to the forearm. And I prefer this just because this is an immediate IK flag. If someone animates an IK arm, you can always tell A because of the lack of arcs, because IKs are just straight, it goes straight from A to B because that's the nature of IK. But also the wrist orientation does not change. So then you have to manually kind of make this work. So it looks like an IK arm. And that can be a lot of work, it can be tricky, suppose to use, they always struggle with this. So anybody making rigs, I highly implore you to give anybody an option to have that on and off. So you move this around, it would automatically align to the forearm like an IK rig. So that would be my, not a critique point, but my wish list I guess, huh? Now if I go back just so I can see this a bit better, like such here. We have this option here. So with this, this is pretty cool. That's what you saw in the picker walkthrough in the movie. That's pretty detailed. I don't know if I have seen any other rig do this with that ease of usage and flexibility. That's pretty cool. How many times would you use something that detailed? You know, that's always something that riggers struggle about. I can do all those options, but will animators use it? And will it slow down the rig? And these are all valid points, but I don't know, I like that this is here. Now you have your IK-FK blend, like I said before on the other controller. I'm glad that we have this multiple points. Stretch top, stretch bottom, like I show with the legs, there's the squeeze as well. And then you have all of these options. Again, these are for bend bows on and off, extra controls on and off, like I said here. Show this again. You have this, but on top of that, you have that, like there's so much you can do. Super detailed for sure. And then with this, you also have kind of a quick posing for the fists. Obviously just like this, you're gonna have to adjust the thumb. This would, if you punch someone like this, you will break your thumb. You have your immediate spreading of fingers, and then you have pinky curl, ring curl and so on. This is very common, but I like it. Again, this is like a quick setup of quick fist like this, or you know, if you wanna do it like that. But obviously you can do this all separately. So you select these controllers individually, rotate and there you go. You can apparently scale. Again, I'm always a fan of scaling options. That's cool. Now, if we go back, what do you have here? Making sure I don't miss anything. Nope, these are the controls you have. All this here for that, the cupping translate? Oh, you can, look at that. Every time you can translate like an IK thing, it just gets faster for a setup. Might be trickier in your graphic though, but it has all those options there, which I like. And you can go all the way down to the top one if you wanna change kind of your fist posing, stuff like that. So again, all the options on fingers are there, obviously for the thumb as well. That's pretty cool. As I showed before, this is your IK FK blend and for the elbow. So let's get to the neck actually first before the face. You have this option here, and then for the head, it's here. So even though you grab it here, the pivot is down here, and then you can see here, there's a slight rotation and deformation in that neck. So if I go down here, and then I select that one down there, you can see how far we go to the deformation and range. Now there's a line option. I don't know what that is then here. You also have gimbal. So again, you have extra control, you can see on off here, and then tweak visibility on off. So look at that, you got a bunch of options here. So since it's such a long neck, you have lots of options to go with that. Let's check the head controller here. You have a gimbal, same here. Headlight is on off, so you can turn this on, look at this here. Now you can go, oh, I want to deform this even more. This is pretty bonkers for a setup. You definitely have squash and stretch options on different rigs, but something that's like this, clearly visible and usable on a rig. I'm not sure if I've seen it like that before. That is pretty bonkers, I gotta say. I like this. Now speaking of squash and stretch, is that your classic? It is with somewhat directional, yeah. There's a limit here. You can see how far that box goes, but you can. Question is, is there one at the bottom? This must be the front, no. Okay, this is for the mouth. Sometimes you have a bottom squash and stretch. And I don't think this one has it. I would always look for if you do any kind of rigging. If I see this color and outside in a round setup, I almost expect this to be the same. I'm pulling somewhere, but it's not. So look for like inconsistencies, but there's a bunch of stuff here. So let's go with this one. If you grab here, you got this one where you can translate. This is from below the nose. It takes the nose with it a little bit, but if you rotate, it doesn't. And then you have one more, but you can see it takes much more. It takes the ears as well, versus just that mouth part. You got the jaw in here. Actually, you can use one of these as well. You can take this and do chin only. Ooh, you can also scale and check here. Show pivots, okay. Don't see something on off. I'm not missing here, but these are the only options that you can see. This one has no options, but let's go back to the jaw. So you have jaw opening. You can see slight deformation in the nose. That's interesting. Do we want that or not? Jaw offset, okay. So here you have your jaw offset control. You can do all this here, scale to some degree. Then you have the follow lips, yes or no. So that's what I was wondering. If I do this, the upper lip is not affected. Okay, take this. Okay, so this is your, some call this the sticky lips or whatever you're gonna call it. So this is when you chew. It doesn't open the mouth versus here, this is your normal control. I wonder, this is the lips align speed, okay. I wonder if there is a way to reduce how much the nose gets affected. So this seems to be, okay, upper lip control. You're getting to the nose here. This gives you nose tip control. This gives you that, I see nothing in the channels. And the same thing, this is the upper part of the nose. I'm assuming this will be lip control. This is super detailed on lip shapes. Very cool, I do like all this. But I do wonder if this is lower lip. We had an overall mouth shape mover, this is the chin. Yeah, I'm not sure if there is an option to limit how much the cheeks and the nose are moving. I don't see any option there. I could be missing something. I'm gonna be all honest. I might be missing an option there, but that would be good to have a kind of a fall off like yes or no to have more or less influence. Oh, look at all these controllers. I'm always a big fan of overall controllers so you can shape things quickly without getting into the nitty gritty for quick blocking. This is pretty detailed. I do like to look at that. Doesn't break too easily. This is some really nice deformation painting there. Pretty bonkers, can you scale? Just for, why not? Extra controls, if you didn't have enough. Okay, it's just one. I'm just wondering how many extra controllers do you have? You can also rotate which is like if you have upper control here you can do your lip curl and out. Again, you have all of this here. You can probably scale. Yes, you can, holy moly. Yeah, there's a bunch of stuff you can do. That's a pretty bonkers setup. Since it's open here, you can see you got your teeth. Whoops, they are stretchy. This is the whole setup here. Moving all of them. And then of course you have your tongue all the way. Sometimes there are options on the tip. Nope, not here. That's what is this? Nope, this must be moving the whole thing. Yes, it is. And you can see the lower teeth. So, lots of options there. This must be like a middle bend. Yes, it is. Crazy. Crazy amount of options. I like it. You can go a bit higher and then you have skin control for this. One higher here you have overall cheek control. Like I said, these are nostril controls. Let's just bend this guy here. And then you get your nose, pinotchio, a bunch of stuff. This here, let's go to this one. This would be if we translate out, can you scale? So this would be kind of a cheek puff. I see, I see. Then we go out and we have, this is an overall ear control. This must be the same with a bit less fall off there. And then you got your shapers. If someone pulls on the kid's ear. There you go, anything in the back? Nope, well, there's that in the back. But in terms of facial controls, not just yet. Then we have extra little shapers for this. Same thing here to get out. It's pretty bonkers. You get to the eyes. Let me see, you got probably an overall eye socket mover. There you go. Then we have shaping of this, including a smaller one. If you really want to go into really detailed, you know, if you push your finger in there, you can push that in. Lots of stuff there. I like it. One here, okay. Get your eyelids. Nope, that's the shape here. That is the eyelid, okay. You have collide gap. Okay, okay. So you can, oh, wow. I don't think I've seen that either on a lid here. You have a lid squash. I've tried many times I've seen this on a ring. That's pretty interesting. If I take this, okay. You can go pretty high in your lower lid, which by the way, I wouldn't go too high. That's a frequent note that I have for some animators don't go too high, but. So you can see here as you close, where's the other one here? That's the top. Let's say it would be this high and I want to do a full closing. Okay, now it closes fully, but you can see some intersections there. So what does this do? Collide gap, okay. This can fix things a bit. I like it. Let's squash a little bit of something. Yeah. Pretty robust. I like it. Then we have this here. This is for your eye rotation. If you don't use a controller, we have tweak control visibility. Holy macro. More. More lambs spread. There are so many options. That's pretty bonkers. Fish eye, oh, freshy eye. What is freshy eye? Let's go back and take these out. Freshy eye? To be honest, I don't know what fresh eye is. I'm gonna be honest. This is a blind walkthrough. I don't know. Iris scale makes sense. What is freshy eye? I will have to follow up and comment or add in the comments what that is. Then you have this option. Can you translate? Yes, you can. You know what's actually missing? A eye highlight. Some rigs have an eye highlight here. You can also move around and scale and do a bunch of stuff with it. Before I say this, let me just check the actual controller. So this is where it is connected. Okay. So that is follow like that. And that's usually for a single eye. Okay. No scale, no eye highlight. Okay. That could be something they could add an eye highlight. It always gives it a bit of extra life to have that. I mean, whatever light source highlight you have here. Pretty cool though. Obviously it's the same on both sides, but I just wanna quickly check any options that might have missed in the channels. Nope. Crazy. Crazy detailed. Now, what is the upper one here? This seems to be the upper mover. Got it. And then just quickly, what is this? This is another one with a pivot from here. So many options, crazy town. And that is the main head controller, as I showed you before. Again, with different options here. So you can see, including the head lattice, which is bonkers. And since you have a hair, you got hair options like that, including scale. So if you don't like all that hair, I mean, you know, you can minimize this and have that character be like this. Or like that. That's pretty cool. Different pivot. No, what is this? That is very specific little option here. Yeah, as you can see, lots of controls for the hair, which is good. With such prominent hair, you want a lot of controls. And then we got eyebrows. You can see here, different setup here where you have that as your main one to move everything. I also like that it's not, sometimes you have eyebrow controls where it's purely just up and down without any options, including this left and right. Can't rotate, but still I like options like that. There's an inner control. It gives you this. This time you can. Okay, this is for your, if you have a furrow, you will bring in the corners up. That's good. You got an arrow here. Oh, okay. So you got your overall shape like that. But of course, if you don't like it that broad, we're getting into locator style controllers like that. Oops, out. What is this? Another one. Ooh, that's an overall. Oh, that's a remover. Actually, that's pretty cool. I like that. Okay. And that must be an overall mover. Yeah, on the outside, even though the outside eyebrows are usually a bit stiller. So if you do something like this, right, you would have a little bit of influence, but not the whole thing. Then it gets a bit too disconnected from the muscles and the facial setup. But that just means how I animate. Cool though. Lots and lots of options. That's pretty bonkers, I gotta say. Holy macro. I'm of course massively fascinated by this guy. That you can do like someone gets, you know, maybe like the faces against the wall. I wish it would be like a face flattener. On Space Jam 2, we had a face-flattener option. Yeah, this is kind of like an overall squish, but you could just kind of, if a character would be squished against the wall, you would have a full-on just flat, straight flattener. For cartoniness, that was pretty cool. Very, very cool. I think that's that. Better be, this is a longer walkthrough, but that is a very, very cool rake, I gotta say. Lots of options. Again, super cool. You know, look at this. I feel like, okay, I wanna do a specific animation where someone can do this and then you choose that rake. Again, do we need all those options? I don't know, but it's cool. It's good to have, and I don't feel like it's slowing down the real-time interaction. It's very cool. So there you go, poor guy. Look at him. Fully squished, let me just unsquish his face there. Poor guy. That's it, that's your looping rake. Nice textures too. Yeah, it's very impressive. I think that's definitely a good selling point to sign up for that mentorship and for the help to get that kind of cartonier rake. Now, I've seen a few examples. For me, if you would review something and look at people's work, I would definitely consider taking this hair, which is definitely a trademark thing, in terms of the looks, and actually bring it down. Butchering this rake, but it's not always that massive hairdo, just saying. Not that you have to do what I'm doing here. I'm really killing it, but sometimes, if you see a rake over and over and over and over, it gets a bit tiring to see always the same look. So if you animate with this, explore the hair, explore different kind of coloring on the outfit. It just helps just to be a bit more original. But there you go, there you have it. Thank you again for Looping House for giving me this rake to showcase this and provide a walkthrough. Very impressive. I can see that this is definitely on the cartonier side to do a bunch of different stuff, which is very, very cool again. Smooth stuff here. Look at that. And boy. It could almost be a logo there. Anyway, that is that. Thank you for watching. Now, stay tuned. I am adding now, like I said before, the very detailed walkthrough of the studio library, the picker and all that stuff. So stay tuned and watch it for that. And if you liked it, as always for the algorithm, like and subscribe, all that jazz. This is the YouTube pitch as always. So if you wanna see more, follow me and subscribe and you can see more and that is it. Thank you for watching and until next time. So ignoring the picker and the rig and whatnot, but there's a tool that I've sent you as well called AM Tools. And so basically when you install it, it'll create this, like a menu option called AM Tools. And then you set a hot key. So I've got my own currently set to the key that's next to one, which is that. But you can obviously set it to anything. And then basically what that means is that you can then click it and get a marking menu. So you hold that in, oops. And then click the left mouse button. So you're holding the key, click the left mouse button and you get this menu, which these things are all pretty self-explanatory. It's all pretty self-explanatory in fact. But basically this is the IKFK Switching, which is super cool. So we do this. That's super, super nice, it works really well. And the mirror also works super well too. I'm not sure if you have to select both or not. The mirror. Okay, so just mirrors to where the other one is. Okay, so yeah, just mirrors to which I want you to select second, which is not exactly a mirror. Oh, I think it's flip. All right, let's see. So the flip does kind of work. I would think mirror does. Awesome. So outside of that, so that's the marking menu which students get, which is really cool. So it's definitely worth mentioning that. And it comes with a picker, I guess. I've never used that though. I just stick with the MG picker. Yeah, so in the face, there's some cool stuff. Basically there's a few levels. I think you can see in here the tweakers, tweaks on. So you turn them on in the picker and they also come on in the rig as well. And you get an extra layer of control there. So tweak, tweak, tweaks. Yeah, the iris, I think everything is pretty self-explanatory on here. This is some cool selection sets. Yes, it tweaks, you get some really nice stuff in the mouth. Yeah, one thing to mention is we've got some hairstyle saved in the studio library that everyone gets as well. So you don't have to have this big roof thing. You can have kind of a more chill one to design. You can of course customise that yourself though. And there's another one in which I'll add some of that student shoes, which is more of like an elegant one which gives him a whole new look. But over here, so this is probably where the fun is, I guess, so there's some cool things here. So we've got the, you can display each part of the body, which is a nice feature. So you can just focus on, there you can focus on this. You can add a leg, add both legs, then jump on the arms. So that's super handy. Now there's tweakers here, and then there's also bendies. So you've got two sets of control there. So you've got one like this, that. So I'm not sure if they kind of have the same effect. You've got to just tell him you've got a fair bit of control there. So you can get some nice shapes. This is where you've got the ball rock and stuff like this. Oh yeah, so there's some cool stuff in the, we've got like the pivot, a moveable pivot. Yeah, there's a few cool things actually. So you can do both spines, which is the FK and IK, or you can just have the IK, or just the FK. Ladders is a head ladders. So that's, if you're doing some cool smears or something. But, let me just zero that out, it looks so strange. Spine control. So these are some tweakers that you have to kind of clean up the shape, I guess if you do. If you bend this over like this, let's say, you have this shape, you have these kind of tweakers in here, where you can really customize the shape that you get. You can rotate them or do what you need. So there's some body tweakers in here. The same with the neck. The neck has these sort of controls as well. So you can control the neck. And then the hip pivot is pretty cool. So basically it's a, it's this control and the body will pivot around this control. So I think you can select this. You select the pivot and it's going to rotate around the pivot. And if you move the pivot up here, it's going to rotate around the pivot like this. So I think that's pretty handy if you're going to do something like, let's save here. Move the pivot here. Let's just switch this here. This is where the point is. Basically you can jump around the hand. Put the hand down and you want to flip over something. I don't know, but that's pretty handy. It's worth mentioning. The hand also has another little control here. It's like a rock like this here as well. This side, this is really cool for getting like a relaxed pose really easily. Of course the hand itself has, this has got all the curls basically. And it's got a fist. Needs a bit of tweaking though, it's a good place to start. And this is where you can turn on the bending controls for the arm. So if you can do it here as well. This is for the arm. Let's do it here like this, because this side, so you can see the bend is. Now there's also one for, I'll pick swim, clavicle one. All right, this one, squeeze. So it's an interesting one. So this is the stretch, the bottom of the arm stretch top and then squeeze. So you can roll up the sleeves or something, let's say. This is all your offset controls as well here. So most controls have offsets. Now the clavicle control visibility. So that's these, so the clavicles have auto clavicle. That's weird auto clavicle. So look, I think of the top of my head what the difference was. Now I've got to, see this why I don't do reviews, look, I've got him all bent over and all crooked. I think that's all, I think that's all. That's kind of unique about it. So these kind of controls is where all the things are. But the thing is, the peaker is where everything is. So there's nothing that's not on the peaker that you can't find on the rig. You know, a few selection sets here as well. Look what he tweaked his eye, face. The eyebrow, these, the eyes are pretty flexible. The eyes are pretty flexible. They can do that thing, but I guess one cool control is, we have this one, which you can do that majority. And then you have these little arrows like this. These also have some nice tweaky controls. So you can control that a lot. Basically there's a lot of control in this rig. You can move the eyebrows about as well if you need to kind of tighten them up a tiny bit. Now this is cool. I guess one thing that we have is these ones here. This is kind of cool. You can control this bit as well. Yeah.