Hey man, good start. I've left some notes on one of them for now.I think in general just try to be aware of things having too much of a linear motion at times. Moving things with a slight curve always looks better (unless you're working on something mechanical).Also, try offsetting parts a little more so things don't look like they're landing at the same time.Hope that helps!
cool exercises. you might find this useful if you haven't seen it already http://polycount.com/discussion/comment/2385983/#Comment_2385983I'm partial to physical 3,3 or 3,3/2 settles. it really depends on the amount of force you want to convey for the action. take the looking up action as example, a perky happy action might have a 3,3 settle over 5 to 7 frames. A sad action might have 3,3/2 settle over 10 frames. a coked up super cartoony action might have a 4,5 settle over 5 frames.
I found the original article http://1ucasvb.tumblr.com/post/44666043888/easing-functions-are-an-immensely-useful-tool-forIt's very mathy. I think it's meant more for UI animators.I roughly understand it similar to rhythmn notation in music. 4/4 for example means 4 beats per bar; 1/4th note per beat. In those graphs horizontal axis is time, normalized 0-1; so a bar could be 10 frames long; or 50 frames long; what's important is the ratio of the oscillations and the time it takes for each oscillation. so back to the graphs, physical 3,3 I take as 3 oscillations from entry to rest, each oscillation taking 1/3rd overall time from entry to rest. so in a more concrete example, if I do a settle over 12 frames, the object would oscillate 3 times, each taking ~4 frames. Similarly, 4, 5 would be 4 oscillations, each taking 1/5th overall time. 3,3/2 is a bit of an odd one, similar to when you count one-and two-and in music beats.in the end they are very rough guides, once I have a few keys down I can push them left/right to get the exact timing I'm satisfied with.