Maya and 3DS Max. Rigging, skin weights, setting up blend shapes/Morph targets, PhysX cloth simulation. Using Python, MEL, or Maxscript to automate processes or create animation expressions. Below are some examples of rigs/techniques that I use.
This is Squishy. Squishy is built in Maya, and set up to use squash and stretch in a in a Unity-friendly way (i.e., it doesn’t use segment scale compensate on the bind rig). This does require the bind rig hierarchy to be set up in a sort of unconventional way to prevent joints from inheriting scale from parent joints. So, for example, instead of an arm being set up shoulder->elbow->wrist, the shoulder, elbow, and wrist joints are all children of the same joint. This allows the shoulder to be scaled without also scaling the elbow and wrist. The driver skeleton uses a more traditional hierarchy with segment scale compensate turned on, and the bind joints are constrained to it so that they still move in world space as expected, but with the freedom to scale independently.
This snake-like rig is using a hybrid IK/FK setup. An FK chain is built on top of the IK chain so that both can be used at the same time. In this example, an IK spline is being used to make the rig follow a path, and then 2 sets of FK chains/controls are built on top and used to create a looser, secondary motion (blue controls), and a tight S-movement (red controls). The different chains can be seen working independently of each other – their transform info is added using utility nodes and then plugged into offset groups above the FK controllers.
This Elsa Rig uses a combination of 3DS Max biped for the body and gown, and regular 3DS Max bones for the face and train.