Mesh deformations are amazing, but they have limitations. With things like diagonal walking cycles no 2D puppet rigging combined with mesh warping can help. It's either handdrawn, or... 3d!
A technique I find very intriguing but I haven't tried yet is the one used in Daedalic's beautiful Memoria game: Check out
this "making of" video from the developers diary
It's for those who are somewhat comfortable with 3D modelling - sadly I've lagged behind and now I am having difficulties becoming productive in Blender's, Z-brush or Maya's interface; still I'd feel more comfortable freshening up my 3D than having to create extended hand-drawn walk-cycles for characters
In short you:
1. Draw and paint the character from one angle - preferably the front one, or the 3/4 side-view.
2. create a 3D mesh of the model by following the painting closely
3. use the original 2D image projected onto the model. This is already a perfect texture map from that specific angle! (the hidden angles will look messed up however)
4. Now you have to fill in the details from the sides that your original painting didn't include and clean up all the issues.
5. Rig it
6. Animate it to your heart's content.
The big plus is that from the moment you have your 3D model, you're set. It looks hand-drawn 2D, it has a consistent look all over (since its one face, not the same face drawn from different angles) and can be freely animated with no limitation to the range of motion. Also no fps cap or nothing!
And I think that Visionaire also supports 3D characters - but if you don't want 3D you can always export them to still frames.
Hope this helps somebody!
PS. @Glenfx, you're doing amazing art!!!