"Motion Blur" for 3D attack animation, like in Blazblue, Breath of the Wild, Etc.
Hello,
I'm trying to figure out how to implement what seems to be the blurring of a model during animation to suggest speed for attack animations, it resembles 2D squash and squish frames to an extent but applied to 3D animations.
http://www.siliconera.com/wordpress/wp-content/uploads/2012/02/image6_thumb.jpg
It's notably used in the 3d game, BlazBlue. It also exists more subtly in Breath of the Wild's attack animations. Also, of course, it's used in a lot of 2d fighting games in particular, like SkullGirls, but I'm mostly interested how to apply this effect with a 3D pipeline in mind.
A distinction between this and a trailing effect is that the model seemingly bends and twists to create the effect-- Maybe it's a dynamic mesh or something? I'm not well versed.
My main question boils down to how to apply this effect (Whether the effect can be achieved on its own via Unity), and where to to start applying it (Like creating it as a part of an animation in Blender/3ds Max)
Thank you.