
Attempting to animate over 200 bones by hand would have been very time-consuming so I needed to find a way of controlling the tentacles using the minimum amount of key-frames. This hierachy of bones connected to springs method in 3dsmax allowed me to control almost all the tentacles by wriggling their parent bone. To add subtle differences between each tentacle I also keyframed each root bone. This rig didn’t work when I had to jump the creature forward, at this point the tentacles would fly backwards into it’s head. For this shot I used a mixture of hand keyframing and ripple spacewarps.