Hi Jos3BV, amazing work as usual. I'll drop my input: First some explanations on my list: -The difference between relaxed/ready: This is because we want the units to look more aware of their surroundings, so we want to have a relax pose when no enemies are nearby, and one "ready" when enemies are close. An example would be units with shield: if no enemies are nearby, they will have their shield down, at a side relaxed. And when they have enemies nearby, they should bring the shield up and get "ready" in a pose closer to the attack loop, but still "idle". For ranged units, relaxed would be the javelin or arch down, at a side and when they're "ready" with the javelin up ready to shoot, and their arch loaded too. This is an example I made about static poses to give an idea of what I had in mind:
Same for walking and running, if they're walking/running towards the enemy it makes sense that the units raise their shield according to the incoming danger. Right now units walk around the battlefield like if they're walking in the park *(NOTE: units being aware of units nearby to change their idle/walk/running animation is not yet implemented, but will be. So we need these animations) This difference makes that females do not need a "ready" stance for idle/walking/running since they do not attack. Sorry I didn't make clear that before. -Female walking looks too manly, let's try to make it a little more feminine (more hips-heavy, less shoulder heavy). The flow of the loop is great though . We want walk/run/idle for females to be different from males. -Mining... I think the previous iteration was better. Something close to what we have now would be nice. Good reference: http://youtu.be/sPwXhtg94-M?t=2m33s You're doing an amazing job man! keep it up! And forget at the moment about horses and fishing animations, core unit's animations are high priority now