Basic Maya Rigging today...
Using the joint tool and gaining more understanding of the 'outliner' box and the importance of labeling and hierarchy....and choosing the 'baby' in the hierarchy first and then the 'parent'.
Spine joints illuminated in green.
Creating nurbs in 'green' for the ankle and toe controllers (CTR)
Basic skeleton with the controllers ( blue and green ovals/circles) on the foot
Basic skeleton showing the left (blue) and right (red) knee controllers (K) - positioned away from the skeleton. The white diamond shape is the spine root controller.
Skeleton without the wireframe of the character
Adjusting the X,Y,Z rotation orientation for the thumb joints