Krystal SFA Rig Version 1.4

- Requires Maya 2009 or higher
- Fur rendering requires Furryball 1.3 GPU renderer or higher

1. Changelog from the version 1.2 to 1.4

- Strongly enhanced textures, bump maps and specular maps.
- New high quality hair with Maya hair dynamics.
- Remodeled/replaced Armor and clothing parts, all of the clothing that was previously incorperated into her body mesh has been removed. Armor and clothing are now seperate objects.
- New ncloth physics for her loincloth thanks to Rhyfe.
- Vastly improved handling with new eye and expression controllers, everything can now be animated directly from Maya's viewport.
- New facial blendshapes.
- Displacement maps for the shoulder plates and Krystal's body.
- Improved fur rendering and performance


2. Known Issues

- Eyes start to clip into each other when filming from a very long distance (not fixed, but strongly reduced since 1.3).
- nCloth can be a little shaky sometimes.
- Eyeballs are made visible by using an alpha map, transparency will be required (For preview use Viewpoint 2.0).
- When using Furryball 2.0 the tailfur will move into the opposite direction of the folicles (probably a bug in their code).
- Jeans in the casual clothes model tend to screw around sometimes.

3. Tipps

- It's highly recommended to use Maya's smooth polygon feature on Krystal's main body and tail for rendering, if you use Furryball be sure to render with subdivision enabled.
- For dense furshading crank up the hair density to 4096, given you have the video memory.
- If Krystal's fur looks too bright (or grainy) try to uncheck billboard or lower the body color by a quarter on the fur rendering node.
- For a wet fur look increase clumping and crank up the fur's specularity.

4. Credits

Ripped by Gadonstriom
Rigged by rhyfe2002
Improvements by Greyfirefox and rhyfe2002
Some props by LittleDragon