One does not simply squash in an engine ;)


#1

Hi,

I’m fairly new to rigging I can produce Squash and stretch in a 3D package and get it to work in a game engine too.

I have a simple question though as I am curious

What do animation exporters usually do to get the squash and stretch into a game engine, do you like morph/blend shapes, UW maps or scale? with possibly some reasons as to why you like your choice.
Slightly curious as to which is preferred for character rigs on importing the data.
If I have missed a technique please don’t hesitate to put it as I like hearing about other techniques.

Would really appreciate comments on this.