Hey thanks :D, I didn't have time unfortunately.
So to make the stretchy dog :
- I made the full model in blender and rigged it.
- Brought it into unity then de-parented each bone from its hierarchy.
-Rebuilt the bone structure with unity configurable joints and colliders. Now the model flops around.
-If you want animations you create a sort of reference dog that is just a straight model that plays animations. You then have a script on each bone of your stretchy dog which copies the position of each reference bone. Basically it just copies what the animation model is doing.
- If you do it like this the stretching becomes a function of the joints. The main problem is that the colliders don't stretch, I have a convoluted theory for how I might solve this but for now I just disabled stretching.
Also I forgot to make a post about the last thing I did on this. I made this segment adding thing which adds new bits to dog, it gets pretty buggy but I though it was cool.
In the gif its just adding new ones as I hit R rather than for an actual reason but you get the picture. Also they are all blue, they can be any color but for testing its just blue.