it's really just an accumulation of basic techniques ... characters are rigged with advanced biped, the tongue for instance is a tracer made out of animated nulls to form a spline, then i just spline wrapped the tongue model onto the tracer. the limb-ripping effect is just some cubes which i put into a boole together with the character to subtract the cubes from the body to make the gap. the cubes are textured with a pink/white circular gradient, so it looks like there's a bone in the middle. most of the fluid effects are splines in a cloner, spline-wrapped onto either helix splines or tracer objects. when you put those splinewrapped splines in a metaball and apply a smoothing deformer you really have a lot of control over it and can art direct it precisely. was a lot of fun, but the scene got ugly to work with very fast because of all the tracers, spline wraps, metaballs and so on... so i had to constantly copy stuff from one document to another to be able to animate at a reasonable frame rate. ;)