I was thinking more of a 'pflug'-esque position that thrusts into langort. The high thrust is suboptimal for range.
I think I'll keep the high ready position for now, and experiment with a low ready position when I animate one-handed spears. If it blends well and is readable (not hopeful on either count) I might change the sword thrusts to start low.
This thrust was supposed to have the arm fully extended with the hand in line with the shoulder (a position similar to langort I suppose), but it didn't quite come through. Like I said before, I'll probably have the hand drop into the shoulder line earlier in the movement, and make sure the arm really gets fully straight in the next draft.
EDIT: Also, new blocks look great, they look a lot like sabre guards. I especially like the left block, resembles a hanging guard.
Thanks! I hope that doesn't make them anachronistic
Other issues here are the skill-level and, as I mentioned before, equipment of different characters. Arguably a river pirate with a falchion shouldn't use the same blocks as a Swadian knight with an arming sword or Nord huscarl with a one-handed axe. (And arguably none of them should use techniques that I half plagiarised and half made up, but we won't go into that.)
EDIT 2: Would it be possible to animate a beat to the sword for the low block?
Possibly. I was hoping for something similar to a beat (if I understand the term) for a later draft of the low block (and possibly the other blocks as well for that matter). The idea was that the weapon would lie in wait, and then move up and across to deflect the thrust when it made contact. The game has animations that play when the block is struck (mostly the blocking weapon gives slightly), so the hope is that I can replace those with something like a beat, when it comes to the thrust attack. Good chance it will look terrible of course, but we'll see.
Papa, could you also add additional blocking for left and right? (the animation used to be picked at random iirc if you had more than one)
I think so, yes. I've had randomly selected animations working in the original M&B anyway. Normally I'm against random animations, unless the differences are small, since I like to have direct control over what the character does, but I think for blocks it might be a good thing. The block positions are very quick to make and implement, so I'll probably make point-up and point-down versions (and point-left/-right for upward blocks) wherever they seem to make sense, and see how I feel about them.
Which reminds me - I hope to get feedback from some kind of beta-like process in the future. That way I can hear other opinions on things like randomised animations, readability of attacks and general aesthetics, as well as having more eyes to spot problems with the mesh or with blending. There's only so much you can tell from stills and videos after all.
I'm (supposed to be) a bit busy at the moment, but I hope to have another attack animation done in the next few days. If not, should have one out by next Tuesday or so.
Thanks for the comments and suggestions, everyone!