I have been working on my rig for my animation getting to learn how to rig a quadruped character and integrating squash and stretch into my rig and including a whole bunch of advanced features including auto volume with the squash and stretch and having twisting of the spine and neck that affects the mesh of the creature in a more natural form than can be achieved using conventional FK or Spline spines. also, i am using a broken hierarchy rig where all my joints are within the same global group but aren't all in a listed down tree but spread over several different trees with one key root global! pretty cool!, will hopefully finish the rig tomorrow with IK legs and blendshape facial expressions, very basic as a dog doesn't need to have many mouth movements!
After rigging tomorrow i hope to move onto texturing and applying the fur which i learnt how to create and utilise yesterday!
Rig test (playblast) with only limited weight painting and just trialing the rig as it is tonight: http://youtu.be/54d5zQLQ-Uw
Image of broken hierarchy rig as it stands: http://i.imgur.com/toNVUZd.jpg