A full character rig with IK leg and foot controls, driven by attributes. This rig also makes use of several constraints to better contol certain elements, such as the use of aim constraints on the eye controllers.
A simple rig with emphasis on spline IK controls to provide accurate movement for the spring. The base Spline IK was supplemented with calculations in the node editor which allowed the joints to more accurately track the curve controlling the IK handle.
A squash and stretch rig for a bouncing ball character using Group nodes and Set Driven Keys to provide deformation points on each major axis.