after completing the run cycle, I realised that I wanted to show off just the sculpt and physical form of the rig, as well as find a way to introduce the rig in my final outcome video. during this week I created both the entering animation, which used the knowledge I gained during the weight shift practice in fundamentals. I had my character step forward, which will be him stepping into frame in the final outcome video. I am planning on having a sweeping pan that is close up, allowing viewers to get a full visual of the rig up close, since most of my animations will either be zoomed out fully or focussing largely on the upper body. For the same reason I wanted a long, fairly simple animation that would allow me to rotate the rig slowly on a turntable that would allow viewers to fully see the rig from all angles. As a result, both of these animations are quite simple but serve their purposes towards my final outcome.
in addition to both of these animations, I created facial controllers for several mouth expressions, such as smiling, pouting, inflated cheeks and kissing. this is so that in the final outcome I can demonstrate the facial capabilities of this rig. Creating these controllers is a little time consuming but otherwise simple- by adding a boolean attribute to the custom controllers I made, I can make keyable sliders for joint positions that can be set through the driven key option in maya. This is also how I created the controls for the hands and feet.