Hey Terre
You mean like
McGyver's Googly Eyes ? Haha
Well, I've had experience now in dealing with what I used to see on endless forum discussions...the woes of tris vs quads. Most, but perhaps not all, of the models listed above should be checked for this before beginning a rigging project. I had completely worked through rigging the young man model, thinking he'd be perfect as a long-legged dancer...and then had it crash in Poser 7. Disappointing, because the Hierarchy was appearing correct, and the rotations were set correctly. Tri modeling leaves a lot of jagged edges between body sections to deal with...quads leave a nice, clean boundary between them. So, I thought I had invested some time to have lots of free models to play with....but I may not have squat...just some nice props that I collected at the same time. Also, because some models were conversions, the creators didn't think to separate groups of models, and just exported them out in groups (what were they thinking?). I was very hopeful that the Stickman Character would be excellent....but it was exported in a group of three, posed like the promo, which trashed their ability to be rigged for another program...I successfully separated one from the group in Hexagon, but the pose had his legs squeezed together too closely for UV Mapper dissection. Again, what were they thinking? There was a Clothed Stickman model that showed possibility, but the dense mesh appeared to be tris, and I didn't want to waste time working over it if it was doomed to fail. I suppose I could practice on older, already rigged models that don't require clothing. I'll have to pause the rigging project long enough to think through what to do next. I'll try searching ShareCG one more time for unrigged characters specifically created for Poser use.
I wouldn't call rigging "difficult" at this point, just "intense" in terms of concentration. It reminds me of work I've done in the past at the hospital, intensely monitoring the system for errors, and doing corrections. One has to be alert and well stocked with Eye Lubricant to do that kind of task for hours. PHI Builder language also reminds me of the old DOS WordPerfect 5.0 program...long before our current point and click candy software...haha. There was a feature in DOS WordPerfect called Reveal Codes....I loved that thing, and kept it on always...it showed every hidden command in the text, making it easy to find the mysterious text command errors that would occasionally accumulate within a much-edited document. PHI Builder reminded me of working in Reveal Codes, or similar to writing old HTML, which I liked...I could <BR> all night long...haha. Back when Geocities free sites were on Yahoo, I'd build entire pages in HTML text, never opening the drag and drop editor. So I'm far more comfortable with PHI Builder than facing an unfamiliar environment in the Setup Room. And, it's best to learn "the right way" to do things in terms of staying within conventional hierarchy naming, and now I know from a little experience why I've observed some older models that didn't necessarily follow this, like order and naming of rotations for instance, or using rHand, lHand, etc. Slon is an example of unusual naming and rotation order....everything works properly, but some of it is quite different. I've used Slon so much, I can pose him in my sleep...but a new user might wonder what ShakeIt and Paranoid means in his head rigging...haha...taking the place of the usual Twist and SideToSide. I've always thought that the conventional naming used on most commercial models was a bit unclear...I think of it as HeadTurn and HeadAngle...so I have my own posing language like Nursoda used sometimes. If I remember correctly, there is also something different about Slon's ears...the left and the right side are slightly different....so I guess a fun project would be to create a Slon with customized hierarchy.