andy: thanks for the input, i'll look more into ncloth, i'm slightly scared of maya hair given all the horror stories you hear about it! but someday i'll see it for myself and probably wonder why everyone had a problem with it or wonder how such abomination could ever exist

lancer: yeah, i'm aware of simulations being heavy on the cpu, and even though the wires will be somewhat obscured but still clearly visible i didn't want it to look like they were going through each other.
hmm... not sure what's worse, trying to hand animate many wires and probably limiting the articulation of the robot's body which would take forever or letting someone else do the work (ie the simulation) and letting that take up all the time. both solutions sound time consuming to me

i imagine they would rub up against each other and the spine of the robot when it starts moving twisting its body
i'm not sure what you mean by your suggestion of a shape/bevel along a curve, can you please explain?
shortndeadly: you're right, ncloth is only in unlimited, but in 2010 it's just there.. i suppose since xsi has everything in both it's equivalent to unlimited and complete versions such move would make sense.
my current solution is to use springs and hinges on rigid bodies that parent contrain clusters along a curve which has a surface or polygon extruded along it with the extrusion history still there.
although i'm not so sure that such solution is without its short comings
also, i had the impression that cloth didn't need any sort of IK on it. i've played with cloth once before (or more of just watching a plane-turn-nMesh fall onto a cube) and i thought i was just going to turn those cables into an nMesh and it would just work.
i'll be looking at how ncloth works later once i can start working on this again but i am wondering how IK has a place in nCloth