I got my idea pretty fast, and it was meant to be pretty simple - the rig was supposed to pick up the ball, carry it over to a box (more like a large crate or something), put it on the edge, and shove it in (see the "so-called" blocking for better understanding). I've kept the idea all the way, but the final result is nothing like the block. Simply 'cause I started all over, and on the second attempt I didn't block...
As Mats commented, my block was more like some sort of a storyboard, thus having no timing whatsoever, and therefore creating a lot of problems later on, since I had to go back and move several keys over and over. And the animation and story in itself was unnecessary long, creating even more problems that I could have easily avoided. In the end I realized I had messed it up so badly, that I just started all over.
First changes I made to the new scene was that I moved the box in front of the rig, and the ball closer. That way, I didn't have to make that much unnecessary animation, seeing that it was the actual lift that was the assignment.
As I previously mentioned, I didn't block on the second attempt. I did a mostly pose-to-pose animation, and it was waaay better, both working with the animation and the actual (and final) animation.
I wanted the rig/character to seem a bit dejected (?), it's not something it wants to do, but it kind of has to, like the guy in this video:
I also wanted it to sort of fall in the end, after pushing the ball over the edge, and into the box/crate. But instead of the rig falling on it's butt on the ground in the end (like in the "block"/storyboard), it falls forward, but grabs hold of the box edge, and supports itself to a standing position.