Hi,
In your experience, what are the pro’s and cons of using translation vs. non uniform scaling for limb stretch in Maya?
When I last did a lot of Maya rigging, I always went translation based and used extra bones to even out the stretch (doubles as twist bones). Volume was either a front of chain deformer or those same twist bones doing some scale as well. This is arguably a lot of extra bones to skin and complexity to manage and maybe not everyone’s cup of tea.
Cheers,
Sune