Progress update- Character actions progress

Alright, so. This is exciting. I've been working on splitting character actions into stages. Observe:

What you're seeing is three separate actions: squirming, a facial expression, and a blush. But the squirming is three stages, and the expression is two.

Action stages
An Action is a thing the character does as a response to what they're feeling. For example, "squirm". Right now it's linearly linked to pleasure. So as pleasure goes up, the squirm animation gets stronger. But it's pretty limiting to have just one animation that gets stronger and stronger. At high pleasure levels, you'd expect different kinds of body motions and expressions than at low pleasure levels. That's what stages are for.
In the gif, you can see the body animation subtly shift from small up-down movements, to a side-side wiggle, to a shaky up-down wiggle. These are three stages within the same Action (squirm) all responding to the same conditions (pleasure). The animations for each stage of the action fade into the next as the pleasure increases, until pleasure is maxed and the final stage is at full strength, overriding the previous stages.
The expression has two stages (made obvious right now by the mouth popping open). 
An Action can have any number of stages, with any number of bodily/facial outputs on the character. This is a major improvement to previous versions of the game, where this idea was still half-baked. It wasn't very robust and only worked with the facial expressions system. Even still, previous versions of this game had pretty good facial expressiveness and that was a big reason why. 
So this time, I made multi-stage Actions into an abstract thing that can be applied to everything. Staged Actions don't have to line up, either. The blush, expressions, and squirming animations are all desynced from each other, allowing the blush to come in later and the face to start swapping to the second expression earlier than the squirming animation changes.

Conclusion
I'm super hyped about the amount of life I can give character animation in general now.
So, yep! These are the results of my expressions work this week. It feels great to see all my efforts to modularize this game engine paying off in places like this. I knew I needed to make multi-stage expressions, but there was nothing stopping me from just slapping that feature onto all Actions.
Next up: fixing some bugs in this system, then moving on to Action Pools, which will allow me to group Actions together and give more important ones priority over one another.

...and that's all for now!
Thank you peeps for the incredible amount of support and encouragement lately. It feels so nuts to have so many long-time supporters keeping such an active watch on this project considering the path it's taken. Like, holy crap y'all. Thank you ;-;