@KING_of_DISASTER Not sure what you mean but I'm going to say no. This is a straight port. No bells or whistles.
After trying it myself, the auto rigger literally failed to create the IK Constraint for either hand. It succeeded in applying them to the feet but the hands don't have any active IK constraint applied, that's why nothing's moving. I would get it fixed but I'm not sure where to begin. My best guess is that it's having trouble with the bone structure. Plus she's not set up in a standard t-pose. No doubt that's causing some problems on it's own. Saying that however, the auto rigger seems to work with everything else. As an incredibly complex workaround, you *could* set up a ghost rig. Basically, you use a series of point and orient constraints on a model with a rig already applied to mirror the movement. For example; load up a basic biped model like the Scout, position him in roughly the same pose as Gwynevere and attach his rig. Create an orient constraint between the upper arm on the scout and the upper arm on Gwynevere and do the same thing for the lower arm. Then, create a point and orient constraint for the wrist. Move the ik control for the scouts hand and tada, you've hijacked the ik chain. Now mirror the exact same thing for the other arm. All you have to do now is toggle his model visibility and turn off the selection for the rig controls you don't need. I hope that makes sense. I do not recommend this since it can take a while to set up and I haven't fully tested it, but it's a decent enough work around if you're desperate for ik controls.
When the character makes a one time appearance, in a single pose, who's model you never see from the back, not modelling the feet (or entire back for that matter) is justified in my eyes. And aside from the Dancer of the Boreal Valley and the Mimic, this is it from me. I've had a look at some other Dark Souls models but there's only a few I've considered worth porting. Most of the models are low quality when viewed from up close anyways. I only ported Gwynevere since it was an interesting challenge, and I think artists will have fun working around her limitations. Plus her model is actually quite nice up close, despite the total absence of her back. If it bothers you that much that her feet aren't modelled, I believe I made most of her body parts body groups so you can turn them off and put some fully modelled legs in.
Never heard of him.
I don't have any plans to make a nude version.
I'll check it out and push an update if I get it fixed.
So Mipha's textures are a little different compared to Urbosa. At first glance it looks like it'll take more work to port her across while preserving as much of the original textures as possible. If people want her that badly then remind me in a couple weeks and I'll see what I can do.
@GlitchedMan I'll look into it.
@AngryPocketPyro You mean animation wise? If so then I don't think that's possible. If it is then doing so is out of my depth, I don't even own the game.
I'll look into it.
@ShawaZawa I originally had one in the VMT's but it looked pretty bad. I'll check out the other models and see what kind of setup they have.