The final submission file must contain askinned and rigged character. The file must be created in Blender and submitted in .blend format. No face rigging requiredThings I will pay attention toCorrect bone naming and clean rig structure: Proper bone names depending on the element they control and the function they serve (e.g. pelvis, spine, PoleTarget_Leg_L instead of bone, bone01, or asdakasdawafa02) Correct bone prefixes depending on the layer (DEF, ORG, MCH, PoleTarget/IK, CTRL, etc.) Proper left and right side naming (suffixes .L/_L and .R/_R) Proper collections (groups to which bones belong)Properly created deform rig: Bones that deform the model Proper hierarchy maintained (Root as the first bone in the hierarchy, with the final bones of each chain parented to it) Correct skinning defining which part of the model is deformed by which boneWorking on proper layers: DEF bones preserve the hierarchy and only copy transformations from ORG bones All mechanisms and MCH bones are built based on ORG bonesRig functionality requirements: Creation of FK and IK systems for arms and legs Creation of an FK–IK switch to toggle between them Creation of a spine rig allowing independent rotation control of each spine segment Creation of twist bones to improve wrist rotations Creation of a Foot Roll system for better foot control Creation of control bones as the final control layer, responsible for driving all mechanisms, with: custom shapes assigned correct display position, rotation, and scale in the viewport I will also provide example files (in .blend format) demonstrating rigging techniques, so you can clearly understand what is required.