Hello, I just wanted to comment on one thing as an idea or suggestion for the future, if there is the idea of updating Zeke's character one day.
From a production point of view, in my opinion, the best thing is to adapt Zeke's rig to the rig of our own quadruped, instead of doing it all over again, just for the time it saves and because for those who start they learn a lot from this way and then they can dare to make their own rig from scratch.
That's what I've been doing and I've found a couple of little things, which I think could benefit the rig.
1) I would make the mesh "ribCageVolume_tissue" with a symmetric topology, normally I correct the volumes (of the fascia, fat, skin, etc) on the left side and with Maya's EditMesh/Symmetrize tool I pass the changes to the right side . I can't with this piece. This would ease modeling changes and character adjustments.
2) Then I would add some tissue to the knees and elbows to cover them and cover the holes around them, to help with collisions, as James suggested in another post, which I don't remember now.
3) And finally the neck tissue "throat_volume_tissue" (or another tissue) would make it fill all the void in between (as Andy taught in a video of a model of a bull I think I remember), to favor collisions . Between the muscles and of the neck and "l_brachiocephalicus_tissue" there are several empty spaces, and when I put high pressure on the fat (I simulate fat and muscles at the same time), since the muscles of the neck do not have an internal volume to collide with, they sink too much and it does not allow me to put high pressures.
I had to divide Zeke's pressure values by 10 (I work in decimeters) so that it wouldn't be disassembled, I don't know if it's correct or it would have to work with the original values, even though my scale is in decimeters.
It's just an idea, the model as it is already works very well, just to improve it.
Thank you for this tool, the more I use it the more I enjoy it