In terms of animation, I tried using Cascadeur’s Inbetweening feature, which saved me a lot of effort in interpolation. However, the generated results had many issues—characters often moved with stiff necks, and their footsteps were inconsistent in speed, requiring manual adjustments.
Human-like actions differ from the animations I’ve created in the past. They often lack large, exaggerated movements, yet subtle differences can completely change a character’s personality. Fortunately, the principles I summarized in the first semester still held true: once establishing the order of movement for different body parts and mastering motion damping, meant that creating good animation was simply a matter of patience.