The character is composed of a human fairly detail human skeleton and a two layer tunic and a snath.
it does not include lower extremities since they did not add any visual value to the character.
the character has been rigged with simple ik chains to be able to position the arms.
The hands can open/close, the head can be turned in all directions and the jaw open/close thanks to a XPresso rig.
Cloth tags were used on the two layes tunic to create a more dynamic loooking clothes, and
belt tags were used to constrain the clothes to the skull, arms, and chest.
The Snath is contrain to the right hand and aimed at a target null object "snath_target" to facilitate positioning.
Adjust the wind force under the forces tab to change the way cloth animates, note that the higher the forces the more likely cloth penetration will occur.
All the parts of the rig can easily be accessible through the visual selector tag found on the Grim character root.
Since the cloth is animated using dynamics the character animation must start on the T pose.
Is also recommended to turn off the cloth tags when animating or posing the character for better performance.