NODES SUMMARY EXPRESSION
Skeleton Can use an input of curves to generate skeleton. We are also able to generate curve/bones manually.
Orient Joints Will orient all joints to Z direction by default.
Parent Joints Will parent two selected points.
Skeleton Mirror Will mirror selected points & joints. In Group: ‘@name=l* will mirror everything automatically and keep things more procedural.
Bone Capture Lines Comes between Tet  embed/Conform Geo and Skeleton node as bond for working rig.
Tet Embed Algorithm for capturing skin. Which is good but can be slow for hig dense mesh. Great for low poly mesh.
Tet Conform Algo for capturing skin. Gives us lower mesh capturing and using existing polygons to conform.
Bone Capture Biharmonic Automatic weight paint node which captures Geometry directly and Tet Embed/Conform node.
Capture Layer Paint Painting weights on the geometry.
Bone Deform Comes last and using pose rig node to be able to animate the rig.
Rig Pose Node used for posing a Character.
Add Usually used to create origin with one point.
Name Is often used with Control node to make it recognizable as control. Which is then attached to Attach to Geo node, which will then snap controls on the selected/grouped points.
Rig Doctor Can take any geometry and allows us to create basic quick rig from any incoming geometry.
Delete Joints Is used for basically grouping desirable points for setting up controls using Control Node. RD can also be outputed to Skeleton node.
Rig Stash Usually goes above skeleton and what ever you put init will stash the pose. Also now we can rename our joints so that name attribute doesn’t get screwed.
Delta Mush Helps with overlapping when bending joints. Comes after Bone Deforme node and inputs rest geo as 2nd input.
Skeleton Blend Use to blend PoseRig nodes and controls. Also, make sure World Center is checked as bones can get a bit funky and all over the place.
IK Chains Inverse Kinematicks Node.
Split Can be used for splitting geometry to capture weights.