>>97455714Well, that makes sense, since it's more puppetry than animation. I broke each piece up and set rotational axis on the joints. All of the motions are just rotations, position changes, and scaling. You can get a surprising amount of mileage out of it, but as you said, it looks stiff at some points.
If I were to introduce more frame-by-frame part swaps (like I did with the facial expressions), that would be one way to solve things, but that's an exponential increase in effort. That was actually the point of my experiment, to try to avoid frame-by-frame and still make it look fairly fluid.
Oh well, more experiments for another day!