Ah guys for alot for the replies and the plug!
and I gotta add a special thanks to Tyson, his wing tutroial deff' helped, I basically took all the wings tutorials I found and created some sort of mish-mash with them
basically the wing is a 3 joint fk system (like an Arm I guess) each feather group (there are around 7) has it's own local joint control, and within them their is a constraint system
close to tyson's technique only a bit modifier and to work well with maya, then each group of wings are control with expressions basically..
what was very important was knowing we wont have alot of time actually working on the production ( We had like 3 weeks pre-prod for rigging, modeling , shading etc.. but only 6 days for actaully
doing stuff since we got the footages..) so I basically each big feather is a 3 bone system which is de-reived from the main joint (which has the oriention consttraint setup..) and are basically
a dynamic chain setup ( using maya's hair curves as spline IK.. very handy) so that was very nice, but it casued alot of issues with skinning of the main "fleshy" part to always stay on top of
the feathers so A little extra controlers of a latice of this part was added and only animated after animation was done to fix all intersaction, gaps etc..was pretty tough to rig honestly, but I learned
a lot!
Ridestowe, thanks man when we heard what music they picked we were like, huh? gotta agree horrible choice.. but not our call

so what can we done.
Zachm - I agree, was done pretty haistly, looks too floaty and odd to me too..
whaabamb - thanks man.. i'd love to help

were making a quick making-off of the rig/passes etc so hopefully ill upload it some time next week that can give you a few tips aswell.
mahmoudan - thanks alot mate
tyson - thanks alot and really I owe you big time for the tutorial.. was great great help.. you'r sparrow animation was 1 of our main references

that, Xmen wings guy and constantin..