Hey glad to help!
I'm still learning animation and 3D in general so trying to swallow the whole elephant was never going to work in the first place.
If it helps, I think I'm a pretty smart person, self taught a lot of things, and everyone loves to stroke my ego
when I decided to start doing 3D, I had already seen some videos and I wanted to start from scratch. I had a lot of free time in college and thought,
'I bet if I focused for like a month with 3D, in one month I could go from nothing, to being able to make my own character from scratch.' I may have been able to do it, but it would have been totally amature and half assed. It actually took 3 months redoing different phases of designs (ie identifying good topology practice to make better meshes for animations) and getting familiar with the process before I completed a character that I thought was good enough not to be trash. This is about when I started really focusing on projects, and learning how much time it takes is humbling...
Also wanted to throw out there that if you ever need help with automating your tools, I might be of use. Only if you want help that is. While I'm still a low-level 3D generalist, I've been writing software for years. That was one of the reasons renpy looked good to me since I have a lot of experience in Python. One way for me to better understand something like 3D animations would be to build tools.
In that case, as you play around and become more familiar with the 3D process, you might like Blender because of the scripting. To be honest, I try to avoid blender scripting. Python is amazing (blender has an internal python API you can use), its so powerful and high level... too much for my comfort actually. I really like C# and developing my own mid and high level API's for projects... but as soon as I have to start learning someone else's API it feels a bit daunting for me. Blender is a black box of magic, but this is partly because one doesn't really learn a lot about blender even if they've made a few scripts for it. That's because Daz is like a power tool, like a drill, good at specific tasks, but not all purpose. Blender on the other hand is all purpose... but its like a box of hand tools. Some of these hand tools are pretty niche. You have to know the craft before you can really make use of all the tools. and when you do, it is rather manual (slow going).
I actually want to take you up on the offer, although the script I need to make isn't the most complicated... it still requires that I get started making it. and a lot of the time just starting something is 90% of the effort. I'm guessing that you may still be learning things, such as Blender and the 3D workflow, so worrying about scripting might be jumping in the deep end. You can worry about it later after a project or 2 and feeling you have enough confidence in a project to pull you through the shitty agonizing phase of 'learning' (which is why I hate learning other API's and would rather develop my own, working on something is much more pain free than learning something)
I'm still learning animation and 3D in general so trying to swallow the whole elephant was never going to work in the first place. Making something small will help me to learn and establish a workflow.
While that is probably best... I do not practice what I preach!
I've made games before college, and after entering college I learned about the adult game dev community and was amazed by the community. Since then (7 years ago) I've been trying to make an adult game. But I have high standards for myself. The more I learn, the more I find where I'm lacking and restart to do a better job. Nowadays, I am comfortable with the development process enough that its less about learning, less about skill (although I do wish I had more 2D skill), and more about focusing on myself and my workflow so that I can work on bigger more complex long term projects.
I point this out because I think one of the main reasons I have issues completing projects (and based on what I've read from other devs, industry leaders, etc.) is overthinking the project. the more you look at the project, look at it from a high/top level, the more you wonder what the point of it is. IE, is the game actually that fun? this
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does a great job of representing what me and various other devs tend to experience, for me, I'm too much in my head. In the video Ray goes down a tony hawk rabbit trail, only to realize there was nothing wrong with the core of his game's design once he saw what his community of players were doing with his game. the youtube channel Extra Credits very much encourage the practice of Fail Faster which is similar. I recently ran into this issue again where I noticed I'm over-designing a project, wondering what the point is... blah. but I'm a bit more experience now to step back, take a break, and start again later, or jump to a different project (I'm helping with 2 other projects other than my own).
If you want to work on simpler projects to learn the development process or tools, that's fine. I'm no great example, I can understand if downsizing a project may make you loose motivation. I always try to go to the limits of my abilities because that's simply what interests me. It is always fun talk about project ideas, and try to work on a project that is interesting (at the risk of thinking your simpler project is pointless). I'm not a writer so I try to avoid ren'py and vn projects, but ren'py is pretty dope if you want to prototype scenes or story ideas. I've also dabble a bit with twine/sugarcube, another engine that is supposed to make it easy to make games, but I found it was just as fun for to prototype ideas with. In fact my current project, aiming for a 3D zombie survival game, is based on a dumb mockup I made in twine. using simpler tools and projects can help figure out the core of a project or idea without getting lost in the details.
anyways, I rambled far to much. Have fun out there and good luck!