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It will also have a certain learning curve since you need to get a feel of where to place vertices to make expressions look good, so we'll definitely try to provide guidelines for this in a tutorial from the start, but we'll need to collect some feedback and iterate on the feature once its released.
We could also add the bone depth controls to the animation editor so ordering issues could be fixed as they are discovered. This won't be straight forward to implement but I think it should be possible. We'll also have to make sure that it doesn't give the false impression that the order can be changed between different animations.
Regarding your second issue, does this also occur if you place the new bone into a sensible position using the reference pose menu? When a new bone is added after you already created animations, the intention would be that the bone should revert to the reference post in those animations (assuming a reference pose was set). If this isn't working correctly right now, we'll look into fixing that.
If I try to add another limb/asset to the skeleton, I have to go to every existing animation and reset the bone of the new limb.
I am slowly understanding how to use Puppet Warp. To keep it short, creating the subject and adding the skeleton is already as understandable as it is.
What annoys me sometimes during animation is when the one or other weight depth’s value is incorrect making a limb appear in front of others. Maybe a visual cue to show from bottom to top, in which order the limbs are layered, would help.
When it comes to animation, I found it difficult to get the motion and timing right. Sure, this is something that one must train. So, most of the time, it’s never Wallpaper Engine’s fault when someone doesn’t work as intended.
(Completely unrelated: Just wanted to add that blinking animations are hard)
All in all, I think Wallpaper Engine is already beginner friendly enough. It only takes a bit of exercise to get accustomed to.
I think all of your puppet warp animations look good. It's definitely a more advanced feature and we would not be able to compete with triple A software from Adobe or such, but having some specific insight about which steps are the most difficult might help us to find ways to make it a bit easier all in all.