Wonderful! but...
-frame 28 to 40, model move his right arm down - it's unnecessary, and create clipping between bow and arrow between frame 40th and 41st. Frames 29 to 38 looks like he pull arrow with 4kg arrowhead (instead of 60-100g) from quiver, and weight bend his arm down. Keep right arm position from 28th frame, and just rotate hand with arrow until it line up with 41th frame position, than begin forward motion.
-during both forward motion and drawing motion, there are some clippings between bow and arrow
both issues are visible only in brf, in game it looks very good.
Obviously vertex animation and sounds doesn't match animation, but it's easy to fix.
Also shooting max up or down looks weird, because of how M&B handle attacks at different angles... But we can try to fix it somehow - here's my idea how to:
-turn whole left arm
60 degrees right (and a little bit up) during whole reloading process - so arrow-on-bow-axis will be always directed toward target, at
firing-axis
About other animations (I know that they are probably WIP)
1h is great! I absolutely love how you implement parry animation into attack - chamber blocking looks absolutely amazing now. Hope you do the same with 2h animation. Only three "but" for 1h
-in overhead slash I would place shield more vertical and in front of character while holding sword - it doesn't disturb attack or anything, and it's better to have shield in front of you (passive shield protection against archers, and maybe some day also melee)
-right to left swing missing something compared to others... maybe make it so weapon is pointed down during "parry" part, an make it more vertical?
-thrust need some kind of parry too - something that throw enemy thrust down and right (tip of parrying blade should make circle)
2h right block is something ****ed up
I mean idea of blocking with tip downward is great, but while moving to this position, weapon tip should make clockwise, not counter clockwise. - he twist his hand 180 degrees from normal position - a bit too much
about falling animation - looks great, but "freeze" after 50m. You may ask "but where can you find more than that?"... well, everything is possible
new stand animation is very nice
For spanned crossbow in theory it is possible to make model (with all animations!), but not with removable windlass... but maybe...
And question about codding - is it possible to add new animations (with separate ID)? It would be nice to have more modes for polearms:
-long polearm: right hand (grip point) in front (use maximum reach), only low and high stab. Usable by pikes and spears.
-short polearm: left hand in front (use shortened reach, as currently, maybe even more), 3 slashes and low stab, Usable by Axes, Hammers, glaives, hafted blades and
as alternative grip for spears