Genete wrote:
1)
Quote:
(I don't like how his left arm moves - we'll fix it tomorrow)
That's the reason I asked for a lateral run cycle. Even in this case I see the need of a top run cycle to understand the movements of the arms and the legs. AS you can imagine the poses are opposite but symmetrical. That's the cause you don't like his left arm movement. The theoretical top and side view positions of the arms should be the same for the left than for the right ones.
To say honestly, when we begun drawing this the first try was to implement it in a side view. But soon we ended up representing character with boxes, circles and cylendres - it gave us better result. Anyway, now creating a side wview wouldn't be much pain. ^_^
Genete wrote:
2) Looking to Morevna's face I can see that there is a little "bounce effect" on her eyes contour when she returns to the frontal look. It is due to the use of smooth interpolation between two adjacent poses. You should use linear to keep the shapes in a static position (like you did with the eyeballs that are correctly moved.
Yeah, thank you, I've noticed that too. But in final animation it wasn't so obvious, so I left it as is for now. Also I have a special trick with setting interpolation for hairs in animation draft.
Notice, what all vertices of hairs should have interpolation TCB except those what attached to the head directly. They should have linear interpolation. It was hard to select them every time from list and set their interpolation one by one at every keyframe. Then I created a special bline (yes, the red one) and linked all it's vertices with all vertices of hairs which should have linear interpolation. After that, if I wanted to set linear interpolation to those vertices I just needed to set linear interpolation to the whole helper bline. That was much simplier.
Genete wrote:
Should I wait for left arm correction or can I proceed with step #1?

You could safely proceed with first three keyframes. 4th will be changed - e plan to fix it today. Maybe changes will affect frames 5th and 6th keyframes, but not sure.