In case you're also using 3DSMax, I wrote a version of F2 for it called F2MAX that you can get (for free) from my gumroad page linked below (in signature).
https://polycount.com/discussion/199095/3dsmax-rigging-bendy-things-blendshapes-and-bones-in-tandem Looks like you're in Maya, but same features should exist.
Thanks everyone! Kryzon, perhaps a bit unorthodox, I used 3dsMax to block out the basic look and motion and then built up the pixel art on top of that.
You might consider writing to a temporary file and only when it's complete, overwrite the existing. That's how 3dsmax does it and it has saved me multiple times.
Here is a preview at one of the characters for a project I am working with a handful of friends. One 1024x1024 texture, 1,640 Polygons. Created in 3DSMax 2014 and CS6
For the use of 3dsmax probooleans and zbush here is the link http://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1
@kanga Thanks! That rimming around her eyes is a placeholder for her eyelashes. I normally don't sculpt the finished eyelashes; I create them in 3dsmax.