Ok saw you reply too late already packaged the whole thing..
https://www.dropbox.com/s/giejnp8b5cvg3zy/Test.rar?dl=0 (usual PW with small P)
contains the EA and the main rendered files 0 6 12 up to 54 ( folders are for the pose to pose transitions so not usable as image as its vertex moving without bone constrain it was intended to move facial expressions and not body parts ) but when needed i can make real animation with bones..
Dark could you use my files and give me the result EA file you get when its done ( it would be faster than me having to find out browsing related forums to find out how to do it )
Help me out here... we can load these to Ren'Py using my custom Animation class or using images system that come with the engine or creating .webm using AE. That is
in no way a problem. There is in fact no problem here at all

There is a question: What do you want us to do with them? I would not mind creating a story for our only real custom (not "cured of greed" I mean) girl, it'll take time and some creativity. Dark already came up with a whole story line for Naruto Chars. That would prolly require story driven content though, not the other way around.
I always assumed that you could run the actual copy of the dev project? Outside of the dedicated story line, where do you imagine we use transitions between poses/moods. We can expand the system to be using it with jobs but it will look out of place... We can load these animation in any form, like webm, Animation class or image png sequence. It will all work (perfectly), I am just trying to figure out a use case. It's looks amazing, we just need to figure out where/how to use this content in the game.
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My point is: If you have any doubts about our ability to implement those animations in Ren'Py, they are unfounded. We can load them in a number of ways which will all work perfectly, without any glitches. Question remains: What so we do with them?