This is a description of everything offered in Soldier v1.0

    * low poly mesh for better playback
    * high poly mesh for rendering
    * ik fk switch on the arms and legs
    * reverse foot controls including toe roll, ball roll, heel roll, bank, toe pivot, knee twist, and the normal rotate functions as heel pivot
    * no flip ik legs so the knee always stays in the correct place no matter how you move the foot
    * pole vectors on ik arms
    * ik arms are capable of following the world space, head, pelvis, root, Item 1, Item 2, and the opposite fk hand
    * item 1 and item 2 are locators at the base of the rig which can be parented to an object in a scene so the ik arms can follow that object
    * Mirrored fk controls so animation can be copied from one side to the other without trouble
    * the position of the legs influences the position of the front and rear waist flaps in real time
    * fk spine that influences the vest rotation only at specific rotation values
    * clavicle controls that influence the vest translate at specific values
    * the cog (center of gravity) control has manual controls for the waist flaps and the vest
    * finger controls, neck controls, head controls
    * a facial rig that includes:  soft eyes, jaw controls, eye brow controls, cheek controls, tongue controls, lip controls, phoneme controls, snarl control, and eye lid controls
    * a helmet rig for rotating the visor, changing the scope color, and is capable of following the head, either hand, and the world space
    * grenade rigs that can follow the vest, either hand, and the world space
    * grenade pin rigs that can follow the grenade, either hand, teeth, or the world space
    * pistol rig for controlling the trigger, hammer, and firing, and is capable of following the world space or either hand
    * shotgun rig for controlling the trigger, pump, and firing, and is capable of following the world space or either hand
    * assault rifle rig for controlling the trigger, is capable of single shot or full auto, and is capable of following the world space or either hand
    * the control at the base of the rig (the place me) controls the translate, rotation, and scale of the rig as well as the visibility of the grenades, pistol, shotgun, assault rifle, helmet controls, facial controls, item 1 locator, item 2 locator, the low poly mesh, the high poly mesh, and if it's own visibility is turned off then all controls become invisible (useful for making playblasts)
    * the layer "Non Controllers" is there to reference all non control objects so only controllers can be selected
    * all skinned objects of the high poly mesh have u.v.s laid out for texturing, and non skinned objects can be uv'd and the history deleted without problems
    * no expressions, all extra calculations are done with utility nodes to increase realtime playback
    * a well organized hypergraph, so people can figure out how I made any part of the rig
    * an object at the base of the rig labelled "credits" states who modelled and who rigged the character