Okay I came up with a theory about these animations. Imagine you are using a one hand weapon. There are different type of anim if you keep mouse button pressed or not.
Edit:the WeaponOneHand: chop animations has the following notes (in this order I think):
Start
Min Attack
Max Attack
Min Hit
Hit
Large Follow Start
Large Follow Stop
Medium Follow Start
Medium Follow Stop
Small Follow Start
Small Follow Stop
First case, you don't keep your mouse button pressed.
*start at "weaponOneHand chop start"
*when "min attack" note is reached, skip part of the anim between "min attack" and "min hit"
*when "hit" note is reached, check hit collisions and skip part of the anim and go to the "Small Follow Start" note.
If you keep the button pressed:
*start at weaponOneHand chop start
*reach "min attack" note, button still pressed, do nothing.
*reach "max attack" note: stop playing the anim until player release mouse button
*button released: play the
animation in reverse mode until you reach "min hit"
*play animation normally until reaching "hit" note
*play Large Follow Start
*end at Large Follow Stop
If you release the button midair:
*start at weaponOneHand chop start
*reach "min attack" note, button still pressed, do nothing.
*button released: play the
animation in reverse mode until you reach "min hit"
*play animation normally until reaching "hit" note
*play Large Follow Start or Medium Follow Start depending of how long button was pressed
*end at Large/Medium Follow Stop
Does it sound crazy? (especially the part play in reverse mode)
Edit: for NPc animations notes: see here:
http://preik.net/morrowind/animationgroups.html
Edit2:
16:34] <KittyCat> what I imagine is that when the attack button is pressed and a weapon is ready, you play
[16:34] <KittyCat> "<weapon type>: <attack type> start"
[16:34] <KittyCat> to
[16:34] <KittyCat> "<weapon type>: <attack type> max attack"
[16:34] <KittyCat> on the upper body, with no looping and no auto-disable
[16:35] <KittyCat> when the attack button is released, you figure out how far along the animation you are to determine whether you do a small, medium, or large hit
[16:35] <KittyCat> then you disable that attack animation, and play the appropriate next one
[16:36] <KittyCat> which one that is depends on what the animation notes actually refer to, and to do that, you'll need to look at the actual animations at those note times
[16:39] == pi03k [~
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[16:41] <KittyCat> though if I had to guess, I'd say the farther along you are between start -> max attack, the more you play of max attack -> hit
[16:42] <KittyCat> basically, if you're doing a min attack (button is released when you reach 'min attack'), you play starting at 'min hit' to 'hit'
[16:43] <KittyCat> of if you're doing a max attack (button is released when you're at 'max attack'), you play starting at 'max attack' to 'hit'
[16:43] <KittyCat> if you're 25% of the way between min attack and max attack, you start 75% of the way between max attack and min hit
[16:44] <KittyCat> then when you reach 'hit', you do the damage and play the appropriate follow-up.
[16:46] <KittyCat> but again, that's just a guess. it's difficult to say without knowing what the animations actually look like at these times
[16:47] == fusion44 [~
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[16:47] == fusion44 [~
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[16:55] <KittyCat> so basically:
[16:55] <KittyCat> when the attack button is pressed, play 'start' to 'min attack'.
[16:55] <KittyCat> then when that's finished, if the attack button is not still held play 'min hit' to 'hit'.
[16:56] <KittyCat> otherwise, play 'min attack' to 'max attack' for as long as the button is held
Edit: after checking on OpenMW, Chris seems to be right.