>>2840456Since you said that, I started rigging from the head, but I couldn't get much done today. I normally try not to rely on shapekeys for facial expressions as much as possible because I prefer face rigs as they're non-destructive. Though I will need to add some helper ones for things like tringle/square mouths like I usually do. I made some quick expressions here, but I'm not sure I like how the face looks with them, maybe I should mess with it some more. This is why face rigs are good, because I can tweak the face with minimal lost work.
>>2840361I'll need some time to experiment for both. I've started working on the "bracelet" thing here using an incredibly retarded approach:
https://www.mediafire.com/file/qu43pfog4o3zsfg/bracelet_thingie.zip/fileExcuse the huge mess with the bones, this is only meant to show that I'm trying to work it out. It kinda works, works better in MMM(I'm testing there because you intend to use it there), but it has an artifact when you fully twist it around in most angles. I'll try to eliminate it, but I'm not sure I can.
Regarding the soft arm IK, I've got some ideas I could try, namely selectively reducing the IK influence by moving the bone further away from the rotation center (if you don't mind some manual keying for problematic frames, I think it'd be possible with a bone morph), since IK bones rotate more the closer you translate the handle to them, maybe I could copy that rotation from a "proximity" chain and do a "scissor arm" to translate another IK handle that carries the final rotation to be copied to reduce it. Well, I need some time to test things.