Chupacabra
Chupacabra is a work in progress. It needs a heck of a lot more progress.
Technical Info
- His body's one large poly model.
- His eyes are NURBS spheres with very simple textures and the slightest bit of glow. (Yes, I know glow is evil. I'm lazy, sue me.)
- His fur is... well, fur.
- His gums and teeth are NURBS.
- The rig took me probably 24 hours collectively.
- The most interesting portion of the rigging is the tail. At first I went with a complicated spline IK set up, but it lead to a lot of unexpected problems. Instead I did something simple. I made four controllers and rigged each one to control the rotation of a few of the tail bones. Basically the expressions was rather long, but here's part of it:
tailBase.rotateX = tailCTRL1.rotateX;
tailBase.rotateY = tailCTRL1.rotateY;
tailBase.rotateZ = tailCTRL1.rotateZ;
tail1.rotateX = tailCTRL1.rotateX;
tail1.rotateY = tailCTRL1.rotateY;
tail1.rotateZ = tailCTRL1.rotateZ;
tail2.rotateX = tailCTRL1.rotateX;
tail2.rotateY = tailCTRL1.rotateY;
tail2.rotateZ = tailCTRL1.rotateZ;

tail3.rotateX = tailCTRL2.rotateX;
tail3.rotateY = tailCTRL2.rotateY;
tail3.rotateZ = tailCTRL2.rotateZ;
tail4.rotateX = tailCTRL2.rotateX;
tail4.rotateY = tailCTRL2.rotateY;
tail4.rotateZ = tailCTRL2.rotateZ;
Nothing too complicated about that, and it works really well. I recomend giving it a go. There's no need to overdo something.
- He's far from finished.