Step 1: Design Your Rig on Paper
One of the biggest mistakes I made when starting out with CMuscle was not planning ahead and designing my rig for the final result. There are a few crucial questions one must ask before even opening the rigging workspace in Maya:
What do I want my end result to look like? Cartoony, Realistic, Fantastical, etc.?
How will this be animated? FBXs with Motion Data, or direct handmade animation?
How does this process fit into a production pipeline, and how does that affect my choices?
When you can confidently answer those questions, then you can start to design your rig. I recommend building a bones-only rig first, and then building any controls and systems separately with constraints to the main rig. This workflow accomplishes three things: you have a more realistic and easily useable bone system, you can more easily apply motion capture to the system, and integrating the animation and muscle deformation is a little more clean and easier to distinguish what is what. Also, consider having two base rigs- a proxy for animation and a bone rig. Most important is that you have a clean, simple rig to build on and a way to animate it. Any way that you can think to accomplish those two things is the right way.
For this tutorial I will creating a rig that is realistic, able to take motion capture data, and  can be animated.











