Create a production quadruped deformation rig suitable for Blender finishing and glTF export. Include root/master, ground/root-motion control, pelvis, at least three spine/chest joints, neck chain, head, jaw, tongue chain, independent eye joints, eyelid or facial controls, independent left/right ear chains, scapula/shoulder support, four complete leg chains, paw and toe controls, and at least six deforming tail joints. Collar and medallion require clean accessory controls and must not penetrate the neck or chest.

The neutral bind pose is the supplied square standing quadruped pose. All four paws must contact the same ground plane. Provide IK/FK-capable editable controls if available, but bake/export a clean deform skeleton for GLB. Use no more than four weights per vertex. Maintain smooth volume at shoulders, hips, elbows, knees, jaw, neck, ear bases, and tail base. Correct twisting, candy-wrapper deformation, collapsed joints, floating eyes, mouth gaps, and collar clipping before approval.

Facial rig is mandatory. It must support independent blinks, eye aim, brow/forehead expression, cheek lift, muzzle compression, smile/frown/pout, jaw open, lip closure, rounded vowels, wide vowels, sneer/asymmetry, and tongue visibility. Preserve natural tooth and tongue placement through the full jaw range. Facial controls may be joints, blendshapes, or a hybrid, but the topology must permit the 31 named morph targets listed in the post-Kaedim contract to be created without rebuilding the face.

The ears must rotate and fold independently. The tail must support broad arcs, curls, tip flicks, overlap, and follow-through without kinks. Paws require enough control for planted walking, play bow, sitting, stretching, hugging, and compact sleeping poses.

Provide rig validation poses or screenshots showing: jaw fully open and closed; both blinks; eyes looking left/right/up/down; ears forward/back/asymmetric; neck turn; full spine bend; each leg lifted; play-bow stance; seated stance; and tail S-curve. No test pose may cause mesh collapse, skin tearing, visible gaps, or intersections.

