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Example: A character is about to jump, his body is almost completely round then the jump now he's long and thin.

I'm hoping I can do this in Blender and this is the idea I have.

I know you can't do this with great exaggeration with a bone rig so I have to delete the bones.

Transforming the bones deformations into shape keys for each frame then disable the armature.

Then making a new armature with a single bone with a constraint that keeps volume, place it at the base of the character and that bone is weight painted to the entire character. Now I can add an additional animation step on top of the existing animation.

That is the only way I can see this happening. Is that the way to do it or is there something better to get this effect? Is this method the only way I can do this in Blender?

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I believe this youtube link would help. Blender rigging tutorial, part3

In this video, it is accomplished by setting an empty as a parent of the object and squashing it.

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  • $\begingroup$ This video is no longer available because the YouTube account associated with this video has been closed. $\endgroup$ – Eric Huelin Sep 26 '19 at 8:17

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