Yeah, style’s a biggie. I’m referring most specifically to how, a volume scale looks pretty cartoony, sure, but if you rotate that baby even 0.5 degrees in any axis during that vscale, the computeriness is instantly visible even to an untrained eye. For some reason (and I cite no resources save trial and error) breaking the three axes ever so slightly buys you a few degrees more, and again, actually having a chain of sorts to CURVE that entire shape whilst being scaled buys you the whole farm. Here’s a link to an interaction vid for my latest character; nothing outstanding, but I’ve actually gone to great lengths to allow for all the things I’m describing here, every squash/stretch style pull tries it’s hardest to create arcs instead of straight deformations, and where the rigging fails that automatically, I’ve included the ability to tug/push at things to create arcs easily. Of particular concern to the scaing/squash/stretch thing: near the end of this there is some face interaction that has a 1-control setup to get squash/stretch/curve/misalignment as I’ve been yammering about.
Pardon the yammering, but I AM trying to share my secret weapons 
http://www.jasonosipa.com/Squoosh/v02/movs/squooshTeraction.mov


