My Project
I personally have never been a fan of 2D animation because most of it consists of drawing the same character repeatedly over and over again and because of how inconsistent I am with most of what I create, it would be almost impossible for me to draw that. Since I don't like making 2D animations I chose to do something in 3D. I was already used to using Maya and Mudbox so I decided to try and create one of my characters in it. The character I tried to create was a simple skeleton with animal horns coming out of the skull. My plan for the project was to model my character and have it do a simple walk cycle while holding a prop.
Modeling
Before I started modeling, I first found videos that helped me understand and create the basic spine and ribs for the skeleton.
I had also gotten all the reference images I'd be modeling off of:

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I first started my skeleton by building the spine. I did this by duplicating the same vertebrae along a motion path that followed the natural curve of the real human spine. After that, I had also shortened and sized down the smaller vertebrae as it went up.
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Next I started to model each vertebrae to it's corresponding one on the human skeleton. During this step I had colored each section of the spine so I could easily identify which vertebrae belonged to which group on the spine.
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After that I created the ribs by extruding small rectangles along more motion paths and mirroring them. I had also added the last of the vertebrae in the neck and modeled them to their corresponding ones on the human spine.
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After that I began to model the Pelvis by modeling one side with the sculpting tools. This had been a very difficult step for me due to the irregular shape of the pelvis. The tool I used most to create the shape was the Grab tool to pull around the major markings of the bone and then smooth or amplify them.
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Later I added the tailbone by duplicating a vertebrae several times and modeling them to look like the sacrum. After that I combined all of those parts and the pelvis together.
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Next I added the arm bones by creating simple polygons and using the sculpting tools to create the correct shape and bone markings. Once I was done with one complete arm I then simply mirrored it across to the other side of the skeleton.
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After that I fixed the rib cage and added the collar bones and shoulder blades. The shoulder blades were also a tricky part to model because of their irregular shape.
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Later I added the legs bones and adjusted the pelvis. I had created the legs the same way I created the arms by using cylinders as the basic shape.
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Then I added the hand bones. The hands were very simple to make since most of the Metacarpals and Phalanges were very similar in shape. I had mostly just duplicated the same bone over and over again and modeled it to the correct bone in the hand.
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After fixing the legs bones I made the feet bones. The feet had been a little difficult to model since all the Tarsals were separate objects. I got through it relatively quickly though because of the Tarsals had a cube like shape.
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Once the body was complete I started to work on modeling the skull along with the jaw. Modeling the skull had been another very long and difficult part to make since it has so many holes and small markings. The most difficult part of modeling the skull had mostly been the eye sockets.
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After everything was modeled, I then began editing and making corrections to the model.
Rigging

Once that was done, I started to finally rig the model part by part starting with the legs and going upward from there. For this part I had used a very easy and simple naming method of having the name of the bone and what side it was on by using "_R" or "_L" at the end to determine left and right.
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This was the first basic layout for the skeleton of the skeleton. After the skeleton was finish, I added IKhandles to the arms and legs.
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Next I created all the controls for the skeleton by constraining curves to the joints.
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After I constrained everything I then started adding custom attributes to certain controls so I would be able to control finger movements, hand toe movements, and the jaw. During this step I was also adding certain constraints to joints in the spine. This was a very tedious part since I had to add limitations to how far each joint could move but I had done this so it would be simpler to control and looked more natural.
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Once I was done with the basic rig I went back and made adjustments and fixed a few problems with the skeleton and IKhandles.
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Finished rig and model
Animating
Once everything was done I simply went on to create a basic walk cycle for the character by manipulating the controls I made.
Conclusion
My original plan for the project had been to create a skeleton with horns holding a prop and walking but I had run out of time to implement those into the animation. Although I didn't do exactly what I had set out to do I was still satisfied that I was able to create and demonstrate the 3 main steps to making a 3D animation with a custom character.