I've realized from this that it is very important that the movements and rig fit the model. Because while the cheg model (the weird mouse-ish model in the middle section) moves exactly like the lower resolution model, it looks very strange to see it try to hop around with one leg. The model is all floppy, and it just creates a very creepy and unrealistic movement to me. Even though the low-res model is not that great to look at, I would rather watch him walk and jump around than the cheg model. So doing these demos has really reinforced that idea for me, which I think is good, because now I have a clear direction to head when it comes to rigging the models.
Also, I realized that I need to get a better video of actually watching the rig set up. When I find some new OBJ models, perhaps I'll get a chance to see more of the auto-rig in process.
Besides playing around with Pinocchio, I've been setting up my framework for Maya. I'm currently writing my code in a OSX system, but I'm wondering if I should move everything to Visual Studio (since Pinocchio is set up for VS2008) since it'll be easier. However, I'm not too certain how that works with compiling Maya. I've generally compiled and built the .so files that Maya imports as a plug-in through linux, so I'll need to quickly decide on how structuring the files is going to work out in conjunction to Pinocchio. I'm guessing I will be able to create a function within my plug-in that calls the auto-rig functions found within the .h/.cpp Pinocchio files, which will go around the whole process of compiling in Visual Studio. That's probably the best idea.
This coming week I'm going to continue with research and try to get in contact with Nancy Pollard, who has been doing research in a very similar area to this project. I would love to hear her input on my work. Also, I'm going to start to gather actual data for this project that will be the basis of the walk-cycles.
Good night, folks!