@Danimal
Thank you! I was inspired by the wacky art style of "FilmCow". If you look at the back legs, you'll see that the background leg is slightly ahead of the foreground leg. The character is at a slight offset, which is why his arm is also forward. I could have definitely done a better job with the head and neck to sell the offset angle and the arm is probably still too far to the left, but I wanted the horse-raptor to look goofy anyway so just rolled with it.
@selgin
lol, I love it! I nearly fell out of my chair laughing at the eyes! You made it look more natural and funny.
Also, I really like the implementation of target bones. I'm still new to the idea of using them, but they look really useful. I agree about the complexity and to be truthful, I got lazy and just copied the bone layer so that I could just move it below the main rig. I'd be great if there were a way to quickly copy a leg and pair it with copied bones without having to go through so much hassle of duplicating a layer and bones separately and re-parenting.
When you animate a walk cycle, do you animate each leg separately or do you animate the walk of one leg and then copy that motion to the other leg?
Another question, do you plan on making more advanced rigging tutorials? I watched your first rigging tutorial and it was great, but I'd love to see how you rig up more advanced things like animals and characters that have more detail in their design. I've been experimenting with Angle Control Bones lately and it was really my main emphasis with this rig. I can't find many tutorials that talk about building rigs like this, which is why I'm asking.
@ddrake
I agree! I went back and looked at how he handled weight distribution and it definitely gives the character a more natural and bird-like stride.
To be honest, I'm still learning how to implement all of the new features in version 10, so you're not alone in that regard. I'm glad there's something to be learned from this wackiness.