The second problem appeared when I added the 2D drops (animated by Rossie) to the playblast you can see above. It was supposed to be just a test, to make sure it's gonna work out, before the final composeting starts a week before the deadline. Well, as a metter of fact it didn't work. The camera movement was supposed to follow the drop down to create a suspense before the drop hits her and trigers the nightmare. Unfortunately the camera movement is simply too slowly and the drop looks dead, falling down while not moving at all. I asked Rossie for a fee more inbetweens for the fall, a wobbeling to bring it more alive while falling. Let's see how that looks in the finished comp.
A backup-plan would look as following: