I don't know what the max-polygon count is for a SoM animated model, but less is always faster so Mark's offer sounds like a great idea to me.
I messed up the skull earlier by covering the 'root bone' in the skull-bone's material- duh The root bone doesn't need any material since no mesh is attached to it.
There is a way to make both eyes rotate as a set (using the 'constraint' setup in Mark's Keynote tutorial), but it's also nice to make them move independently in case you want him to look cross-eyed etc.
Attached is a copy with the skull's bone fixed.
I messed up the skull earlier by covering the 'root bone' in the skull-bone's material- duh The root bone doesn't need any material since no mesh is attached to it.
There is a way to make both eyes rotate as a set (using the 'constraint' setup in Mark's Keynote tutorial), but it's also nice to make them move independently in case you want him to look cross-eyed etc.
Attached is a copy with the skull's bone fixed.