You don't see many exaggerated squash & stretch style animations in 3d games. When I worked on Half-Life 2 I rigged & animated the Barnacle character who had lots of realtime squash & stretch deformation. Like many engines, Source threw out the scale data, so I had to use only bone translations & rotations to make him bendable. Now days modern game engines support scaling and Unity supports scaling bones! So testing basic bone scaling. Below you can see my results from the 3d app and plotted to realtime bones in Unity.
Derek Jenson Blog
My website serves to archive experiments, document projects, share techniques, and motivate further exploration & artistry in 3d space.