Rig control descriptions can be viewed or hidden by enabling/disabling the Annotations collection. As well as explaining functionality, many of these can be used to help identify shape key names for editing purposes (particularly the face).
Legacy Body Rig and Face Rig reference charts are still available below.
The mesh and rig components are organised into the following collections (as per the screenshot above), some of which may be absent depending on the particular asset:
Armature: the bones and controls that make up the rig
Body: the skin base mesh object
Eyes: the left and right Eye (sclera/cornea) and Iris mesh objects, as well as components for creating the corneal bulge effect (see below)
Teeth & Tongue: upper and lower Teeth and Tongue mesh objects
Musculoskeletal System: muscle and bone deformer objects
Annotations: rig control descriptions
Bone Shapes: a collection of mesh objects used to replace the default bone shapes of the rig controls (this can be kept hidden)
The rigs are organised into the following collections in the Properties Editor > Armature panel:
IK Controls: Controls necessary for working in IK
FK Controls: Controls necessary for working in FK
Face Controls: Facial expression controls
Proportion Controls: Controls for adjusting body and face proportions
Deformers: Bones to which the object vertices are weighted
Mechanisms: Bones contributing to the inner workings of the rig
Musculoskeletal: Bones to which the Musculoskeletal vertices are weighted
The Foot Main Control and Finger controls collide with the ground plane. To allow them to pass through, disable their Floor constraints in the Bone Constraints panel. To assign a specific object as a collision plane, select it under Target (currently set to Body).
The Face Rig, Body & Face Rig and Advanced Rig include two warp modifiers (Warp Eyelid L and R) which prevent the cornea from intersecting the eyelids. Disabling them by toggling “Display Modifier in Viewport” can significantly increase real-time viewport performance. This is also true of the Shrinkwrap and Smooth modifiers (also present on the Body Rig) which are used by the Musculoskeletal Systems.
Corrective shapes can become distorted when using more extreme proportions. They can be reshaped by selecting the applicable "Corrective" shape key and sculpting or editing it.
If a shoulder joint pops or flips around, it's likely you've moved the arm into an unnatural position. Try rotating the shoulder or upper arm, or repositioning the Arm Pole until it reorients itself. If it deforms poorly in more extreme poses, try rotating the Arm Position proportion control to correct it.
To change the position, scale or rotation of the teeth without affecting the lips or jaw as well, modify the teeth objects directly instead of using their proportion controls.
You can enable the "Baby Teeth" shape key for younger children (they usually last up to around age 6 or 7). When using the Teeth & Tongue Rig independently of the other rigs, you'll also need to do the following:
Right click on the Body Age shape key's value.
Select Delete Driver - or if you want to keep the driver for later use, select Edit Driver and uncheck "Driver:".
Drag the value slider all the way to the right.
To swap out individual baby teeth for adult teeth:
With the Baby Teeth shape key selected, select a tooth in Edit mode (select a vertex at its tip and press Ctrl + on the numpad a few times)
Ctrl-V and Blend from Shape, select Basis in the panel that appears and uncheck Add.
The Teeth Upper and Teeth Lower controls automatically part to make room for adult teeth during the transition period, however further manual adjustments may be necessary to make them sit naturally.
The race, gender and age base meshes are built into the Advanced Rig as shape keys. If you want them to be separate static meshes, you can do the following (to create age base meshes, see note* below first):
Select the Basis shape key
Select all the Body vertices in Edit mode
Ctrl-V > Blend from Shape and select the required shape key.
Exit Edit mode
In the Shape Keys Specials menu select Delete All Shape Keys
Select the Armature, enter Object mode and delete it
*Age base mesh: Move the Age control to the age you want, then in the Shape Key Specials menu select New Shape From Mix. Then follow the 6 step procedure, selecting the newly created shape key at step 3.
To separate the head from the body, follow the first 20 seconds of the Race Head to Full-Body Rig Upgrade Procedure video, then delete the body.
These reference charts are relevant to Body & Face Rig 2.2.0, Body Rig 3.1.0 and Face Rig 2.0. In newer versions, descriptions can be viewed on the rig itself by enabling the "Annotations" collection.