Kaitlin has worked on a best system for this which will really streamline our pipeline, and make sure rigging and texturing are all happening at the same time.
BEHOLD!
Organisation and consistency is key to this working, so we need to ensure that everyone is on the same page and filing in the same way.
We've also re-addressed some of our shots and have chosen to pull a couple that we felt were a bit too many and cut down some of times.
In terms of rigging, Yannis addressed possible issues that may arise when the ogre is kneeling down - due to the shortness of his leg / stumps (poor ogre). We'll be able to test this probably once he's rigged, but if it does cause any problems we'll look to some clever camera angles of changing he pose of the ogre at that moment.
Sushma's also been looking at animation references for the ogre and the goat - but as we won't really see their feet we're wanting to focus a bit more on how they will appear as they move across the screen - eg. bobbing along.
Kaitlin found a cool reference for facial time and movement


