Stretchy animations.
We all know Midna in Twilight Princess, if not it's not a problem. But remember the hand?

Yes that one. We're working on a game called "Jelly Kid" which will shape hands like that. The hands will pop out of the key-character's hair to be able to do a lot of cool stuff with it - meaning it will stretch a lot.
How would you suggest we accomplished this? Morphing meshes or stretchy bone structures? What will look best? And remember, the hand will be animated like the hand is shaped out of the hair.
Best,
Fred
Aeranima Entertainment
Replies
Maybe approach it like a tentacle instead of an arm. Search the web for tentacle rigging tutorials.
Also, how are you doing the hair for your game? That help determine some possibilities to use as well.
These are the abilities. So basically the hand will appear from the very top of the horns. (:
1. Base Horns Model with Morph target for stressed/jagged animations.
2. Hand Tenticles Model
3. Helicopter Twist Model
4. Head shield
Thanks man. We were thinking about swapping meshes during gameplay. Just wanted to bounce the possible ways here first to make up our minds.
That's our intent. Re-rigging the character is a waste of time.