If you're not an Auto-Rig Pro user (blender addon that i'm developping), you have to install the rig_tools.zip and proxy_picker.py addons. Otherwise, don't install them, it could potentially conflict with the installed addons:
The objects are grouped under empties located at the center of the world (eg: char_grp)
The objects are assigned to the group they belong as well, so that you can easily access them using the group filter in the outliner :
There are two armatures in the scene:
The armature named rig is the one to be used by the animator.
The armature named rig_add which is hidden by default is the additive rig. It is not meant to be edited, you can fully ignored it, but it's good to know some secondary bones rely on it so you must not delete it.
The rig is built with the Auto-Rig Pro addon that i'm developping (you can check it out on the Blender Market too :-) !) The idea was to build a custom rig because Rigify is great but there are some drawbacks: no stretch on the spine, the IK-FK snap is offset when all of the forearm/leg rotation axes are unlocked, there are too many layers for display that are not needed on a rig that uses a picker panel, no facial setup...
The PitchiPoy human auto-rig is more flexible but there is no ik-fk snap, the twist bones don't roll automatically, and I also wanted to add more secondary controllers for precise shape sculpting and an ergonomic bone picker.
Finally I can offer a better after sale service (customer request, bug) if the rig is mine.
Layers: Just click these buttons in the picker panel to show/hide a layer for display simplication.
Scale the rig object with the same values for x, y, z to apply a global scale.
Select an arm or leg controller (c_hand_ik.l for example).
Press N key to display the buttons and properties panel on the right side of the 3d view.
Press Snap FK > IK to snap the FK chain on the IK chain. The IK-FK switch will be set to FK (1.0) accordingly.
Press Snap IK > FK to snap the IK chain on the FK chain. The IK-FK switch will be set to IK (0.0) accordingly.
Select the controller c_foot_roll_cursor to access these foot motion:
Select the pinning bone and set the pinning property to 1.0 for a full pinning.
You can lock or unlock the head rotation by selecting the head controller. This way, it will inherit the neck rotation or not.
There are two ways for animating the eyes. If you want to use the targets, select the controllers in front of the arrow, otherwise use the circle under the eyebrows, inside of the big one (the smallest one controls the eye reflection) :
When selecting one of these controllers, this property will be displayed in the property panel to let you choose wich option you want to use:
You can rotate the three finger phalanges at once by selecting the base bone of any finger and use this parameter:
Select the controllers you want to mirror then click these buttons:
Use the Mask modifiers of the body mesh to hide/unhide the skin under the clothes. It's important to know the Blender fps rate is higher when the Masks modifiers are disable.
The IK-FK text displayed in the UI panel may not update when snapping IK-FK, but don't worry this is simply a display bug, it does switch. Just select a bone in the picker view to update.
If there are weird interpolations when switching ik-fk, check the switch property curve (switch controller). The keys must be set in constant mode.
As written above scaling the "c_pos" or "c_traj" controllers may lead to bad deformations at corner, like elbow, knees... This is a limitation of the current "preserve volume" feature of the armature modifier. So scale the rig object instead.