I had to create a range of creature rigs for various internal projects at Studio Liddell / Immotion. The following images represent a selection of these, a number of which were built predominantly using my custom rigging tools and pipeline and adapted where neccessary. A few were scratch built, but conformed to my typical setup so I had confidence in them working in both realtime and offline scenarios. Mostly joint deformation, some corrective blend-shapes and limited blend-shape usage on facial setup.
The Dimorphodon had 2 states - flying and walking. This made it quite complex to rig as it had to be able to fold its wings back in a functionally believable manner. Since the flying state relied on mostly FK controls, I used IK for the upper wing limb and legs and an IK / FK blend setup to transition smoothly from one state to the other. The rig had an automated layer of subtle motion on the wing membranes that the animators could dial in.
The dragonfly rig had automated wing flapping with weight control, so the animators could focus on the main body and limbs and dial in the flapping with a simple slider when needed.