Xenomorph - AnimRig
Model from : https://p3dm.ru/
Rig by Kiel Figgins (3dFiggins.com , Twitter @KielFiggins)

More rigs can be found at http://www.3dFiggins.com/Store

Hey there.  I'd always wanted to animate a xenomorph personal project, so I thought I'd share the rig I created. 

Here's a brief overview of the rig:

1. You'll want to follow this guide when opening the zip file to remap the textures, setup the rig reference into your anim scene and an overview of the rig basics
http://www.3dfiggins.com/Store/Support/QuickStart/

2. For the game ready version, a similar guide can be found here:
http://www.3dfiggins.com/Store/Support/GameReady/

3. If you're experiencing crashes, do check out the following for possible solutions
http://www.3dfiggins.com/writeups/rigCrash/

4. The tail setup is using a plugin called closestpointoncurve.mll  You may need to load this manually from the plugin manager or install bonus tools on older version of Maya

5. There are 4 rigs provided:
xenomorph_rig : the primary rig you'll want to reference into your anim scene in Maya
xenomorph_rig_GameReday : this is the same rig as the primary rig, but with a single joint hierarchy and exportable to game engines using kfAnimExport.mel
xenomorph_rig_NoTail : since the tail setup is kinda heavy, this variant has the connections removed to increase playback speed.  You can swap the reference back and forth without loosing keyframes
Xenomorph_Char.fbx : this is the character file for use inside Unity/Unreal

6. Character Specific Notes

1. CTRL_Vis (above the Head) toggles on the extra controls for the accessories
2. CTRL_Mesh_Vis (above the head) toggles the various meshes.  These include the tail vis, a thick tail variant and the inner alien that shoots out of his mouth
3. The crotch control was meant to help sculpt some less than ideal shapes that happen when the character does heavy squats
4. Since the character crawls a lot and with such a big head, I found setting the 'neckTranslate' to 1 on the CTRL_Head helps as it allows the head/neck to stretch
5. The throat line twists a bit more than I'd like (due to the splineIK setup) so I've provided a 'throatTwist' channel on the yellow cube (CTRL_Vis > faceVis > 1) at the mid neck.  Use that to manually counter twist the offensive frames
6. The inner alien (in the mouth) has a mesh vis on CTRL_Mesh_Vis, a control vis on CTRL_Vis.  When shown, the large blue control has a channel 'allLength' to shoot it out (1) and back in (.25)
7. The tail has a lot of things going on as I was using it as a testing bed for a new dynamic setup (not provided).
	-Since it's a bit heavy of setup, I provided a ...NoTail version of the rig to help speed up playback
	-The tail can stretch from the yellow arrow at the tip's 'stretch' channel
	-the pinner also lets you switch from IK to FK (though there are a lot of FK controls and you'll need to manually turn on the FK controls with the viewFKCtrls channel set to 1)
	-The MainIK controls can get set to FK from their own ikfk channels, though the mesh won't inherit twist.  You'll need to use the Twister controls or the twist/roll channels on the yellow arrow
	-The MainIK controls can be set to global by setting the constToBodyWorld channels to 1
	-You can have more finite control the tail shape while in IK if you set the 'viewIKCtrls' channel to 1 form the pinner.  This reveals another set of controls driven by the MainIK controls

