First, about the current work. Her release is scheduled for this week. Made the animation originally in 24 frames for the speed of the workflow, thinking that it is easy to then just stretch it to 60. It ended up taking me a week to redo it.
Good thing I don't know how to swear in English, the post may have lost a little in richness, but I look like an intelligent person!
And now about the last job, it was extremely difficult for me, even though the main animation was done quickly, originally Kirara had more clothes, which I could not animate at the proper level, so I wanted to make the physics of the fabric, but this was prevented by a number of reasons, such as the scale of the scene and the pose of the character.
As a result, 25 saves out of 50 at the time, were sent to the trash.
After this emotional damage look what to do next, and there oops, hair animation, which was more difficult to do than the main animation! The control bones didn't give you the flexibility you needed, you had to use, shall we say, crutches on top, a lot of... a lot of crutches.
Every time I thought that the next stage would pass quickly, it turned out to be exactly the opposite.
Fluid simulation settings - had to re-configure, the settings from the past scenes did not fit.
Moisture of the material from another scene where it worked well did not transfer in the same form, too had to rework.
Render settings had to reinvent, twice, the first result of which, unlike the final version of the convexity are better seen prikriplen.
And the cherry petals are now my own fetish, I've spent half a day arranging them. In one of the renders in the generation of falling petals somehow was attributed an extra zero.
I couldn't find any male moaning sounds to match either, so Iter is now a hoarse milf.
About the most interesting kind of story, in general, I realized that to learn how to do normally still need a lot. It's worth trying to make short animations, of course, but it's boring as hell to work on them.
Good luck, and see you soon.