The fact this is being done is great news.
I have just some brainstorming ideas to add - 
I propose 3 levels of rigs - 
1-just deform bones
2-constrained
3-with secondary additions(muscles, some automated stuff for secondary motions 
e.t.c.)
the first level would be good for export to game engines, where you would 
animate with constrained rig and export use baked animation for the first level 
rig in game.
level 2 is for animating
level 3 has main difference in fact that it can include softbody elements and 
other time dependent things which are computed for rendering.

Other good thing would be animation transfer capabilities- so if more templates 
for rigs exist, the (main) deform bones have the same names, so that 
animation(more probably baked animation) can be transferred to other rigs. - 
This leads also to the idea to have the rigs capable of fast constraining to 
outer rigs, mapping to bvh e.t.c. in some half automated way. I'd be willing to 
make some prototype of a compatible ragdoll rig - this can then be used to 
blend in with standard animation, where you'd e.g. apply the endpoint of the 
animation as impulse for simulation and then blend the baked simulation from 
the ragdoll rig back to the animation rig..
Cheers
V.

> ------------ Původní zpráva ------------
> Od: Campbell Barton <[email protected]>
> Předmět: Re: [Bf-committers] Armature preset
> Datum: 06.12.2009 15:23:55
> ----------------------------------------
> To me the problem is that to combine all the tasks to make a final
> rig, its is a fairly involved.
> if you look at the complexity of Cessens rigs its just insane to try
> understand them, even breaking them down to their basic elements.
> 
> Cessen and myself recently discussed how we might expose meta-rigging
> tools to the user (or even if this is something to be included in
> blender long term).
> 
> without going into details, this system works by tagging bones as a
> preset type arm/finger/spine/leg/... etc, scriptwriters can add new
> types by creating files in the package dir.
> 
> We will probably have less complicated versions of the Durian rigs too
> so people can choose to have a very advanced rig, or if they want to
> work with something that has less underlying complexity so they can
> better learn from It. thats ok too. - Like other scripts & presets
> these can be added/removed along the way providing this system is
> effective.
> 
> - just saying we are not tied to some "blender biped" and that we can
> have some mixture of rig types so as not to limit the user too much.
> Simple rig types are also useful as templates for people who will want
> to write their own.
> With a metarig its also trivial to mix types, so say have an advanced
> spine with a simple neck and custom arm.
> 
> This would mean people who want to animate without being expert
> riggers could add a biped meta-rig, adjust it in editmode then
> generate the final rig containing constraints, drivers etc.
> 
> On Sun, Dec 6, 2009 at 11:51 AM, Knapp <[email protected]> wrote:
> > Between bone heat and the more advanced sides of bone sketching I
> > don't see that being a big problem. The docs for it might be though. I
> > did not even know it existed until I found this really great vid.
> > http://www.youtube.com/watch?v=n8U0TJUJxrE
> >
> > On Sun, Dec 6, 2009 at 11:14 AM, Joshua Leung <[email protected]> wrote:
> >> +1
> >>
> >> I'm aware that this appears to be one of the complaints often levelled
> >> against Blender's rigging system, namely the lack of any facilities to
> >> enable quick reuse of 'presets' or 'prebuilt' rig components.
> >>
> >> There was a comment I was going to make about this, but I seem to have
> >> forgotten what it was...
> >>
> >> On Sun, Dec 6, 2009 at 11:47 AM, Campbell Barton
> <[email protected]>wrote:
> >>
> >>> Was thinking it would be good to have armature presets like
> >>> meshes/nurbs/curves in the add menu- these can be defined in python
> >>> and work like the mesh menu (Torus is a script in 2.5).
> >>> This would mean people can make their own presets. there is a function
> >>> in rigify that saves armatures to be loaded back into blender which
> >>> can be made into an operator too for users to access.
> >>>
> >>> This will also be good for any meta-rigging systems where you can add
> >>> a pre-tagged armature which can have its proportions edited before
> >>> generating iks/drivers/constraints.
> >>>
> >>> --
> >>> - Campbell
> >>> _______________________________________________
> >>> Bf-committers mailing list
> >>> [email protected]
> >>> http://lists.blender.org/mailman/listinfo/bf-committers
> >>>
> >> _______________________________________________
> >> Bf-committers mailing list
> >> [email protected]
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> >
> >
> >
> > --
> > Douglas E Knapp
> >
> > Why do we live?
> > _______________________________________________
> > Bf-committers mailing list
> > [email protected]
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> 
> 
> 
> -- 
> - Campbell
> _______________________________________________
> Bf-committers mailing list
> [email protected]
> http://lists.blender.org/mailman/listinfo/bf-committers
> 
> 
> 
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