I present to you a fully rigged model of Pure Vessel from the game Hollow Knight for Blender 2.8. Below is some important information on how to use it for posing and animation.
The model itself is under a CC Attribution-NonCommercial license, I must be credited for it. Team Cherry should also be credited for this character design.
Bone layer Guide
1 - Torso Controls 9 - Main Control Bone
2 - Legs IK 10 - Legs FK
3 - Arms IK and Sword 11 - Arms FK and Sword
5 - Fingers and Sword 13 - Individual Fingers and Sword
7 - Armor 15 - Cape Control
Do not use layers 17-32
Action Constraints are used for each Finger Control on layer 5 and for Shoulder Action on layer 7. Scale the bone to use the action.
IK/FK Sliders for the arms and legs are located in the Armature Object Data (symbol of a stick figure) under Custom Properties. A value of 1 for IK, 0 for FK. These values can be animated. Turn Simplify on for faster performance and/or disable the collection named Cape (unless you’re using it).
This model does use a cloth simulation for the Cape. Because of this, you must start in Rest Pose for the simulation to work properly when animating and posing. Animate roughly a 50 frame transition from Rest Pose to any desired static pose or first pose of animation. Very fast transitions have potential to break the simulation.
The cloth simulation with its current settings may not be suitable for fast moving animation. If animation proves to be too problematic, the Cape may be removed entirely.
If any penetrations on the Cape are visible in Rest Pose before the simulation starts, use the bone CapeControl to move it out of the way.
This model works best in the Eevee render engine. Cycles may be used, but some materials will have to be tweaked.
I hope you enjoy and feel free to ask any questions or address any problems you may find.