Well, no being able to change the end anim is a pain...

but you can use the 1h for all, and in DW just hide the left weapon and that's it. Also, if we end up wanting to use the old system I can export the start-loop-end in just one animation.
I LIKE the new skill mechanics a lot Twinkle! Im wondering how difficult it is to get the timing right, but I guess i should try it before judging (hint hint!).
In addition to stun maybe a little knockback too? I like that it'll ignore Champion/Boss ranks, thats Definitely a reward for getting the timing right!
Mind if I use the soul rend animation for something?
Just go ahead, they're here to be used.
Hey Anarch!
Can you do a new animation "Drink a potion" like in TL1?
EMO_COUGH.SKELETON is well suitable for rework.
Hey Anarch!
Can you do a new animation "Drink a potion" like in TL1?
EMO_COUGH.SKELETON is well suitable for rework. 
The bandits have a specific drink-potion animation. I popped it into CCC's converter.
I popped it into CCC's converter.
Hmm ... Does this mean that now CCC's Converter ignores differences in skeletons? Previously, this did not work for different skeletons. Or do you have a suitable female skeleton?
Thanks for the help, anyway.

I forgot that the bandits are able to use potions. I will try to remake this animations for the game characters (currently they are not compatible with PCS_HUM)
I popped it into CCC's converter.
Hmm ... Does this mean that now CCC's Converter ignores differences in skeletons? Previously, this did not work for different skeletons. Or do you have a suitable female skeleton?
Thanks for the help, anyway.
I forgot that the bandits are able to use potions. I will try to remake this animations for the game characters (currently they are not compatible with PCS_HUM)
I didn't mess with the bone conversion code at all. In this case, I think it works because the bandit and human skeletons have the same bone hierarchy with the same bone names, so it's a length-adjustment exercise just like going from male to female. In the course of working on my "bandit thing," I've found that there's pretty good compatibility between the human, bandit, and estherian animations. Strictly speaking, CCC's code won't throw an error no matter what inputs you give it. It just skips bones that don't exist in both files. OgreXMLConverter is what crashes if the converter passes it xml that doesn't make sense.
Can you do the "Sword Throw" like a Jedi have?

I think the animation can use some of the existing ones (glaive throw?), it's the particle that seems more difficult to me

(nice GIF btw

)
EDIT - maybe a new "catch" animation is needed?
Oh, nice. I could then export as fbx for blender. I'm actually about to go to a blender user group meeting in a few. I'll have to play around with the importer later.
I'd eventually like to make some base meshes of various sizes that work with the player animations. Then if someone wanted to make something like a dwarf class, the model would be available to use.
I'd eventually like to make some base meshes of various sizes that work with the player animations.
It is a good idea Vkoslak.
Using this Import OgreXML Scripts, perhaps I someday finish my Vindicator.

Add tail animation is not as difficult as I thought before.