Even if somebody with those skills was interested... given that Taleworlds has yet to release anything like a public spec, let alone details / example models / animations / code-integration etc. for Bannerlord, doing this would be totally pointless.
From what (little) they've said, it's pretty clear that models will need to be rigged and animated in a totally different way than they are in Warband, and therefore making "animations" (i.e., bone setups, animation sequences, and then code to glue all this together into a working setup) is completely impossible right now.
Until Bannerlord exists and modders are (finally) given the details, tools, etc. to work on content for this, it's an extremely bad idea to work on rigged meshes for this (unreleased, undocumented) engine, frankly.
What I'd recommend, if you want to get "ahead of the game", is to build all of the static content you think you'll need (buildings, for example, weapon meshes and things like helmets that don't need rigging). Rigged meshes are pointless to build until they (finally) release their Blender files to the public to peruse and explain (in detail) how their engine works, etc.