One thing I have heard regularly as to why certain animations aren't possible is due to the fact they can't do the motion capture. This is more of a theoretical discussion but why is this not possible (I know we've got only a few devs, but is this something we could send them?) This comes because I was taking part in a study in uni today which involved motion capture to study various movements (apparently our sports science department have a full IR Mo cap set-up, unused during the night, as is the case in many uni's around the country). Now this was accurately mapping all my movements into the dot format, which should be easy enough to tie to a character model. Now the community has the skills to create models for say a sorc staff or a glaive. And these can also easily stick this on a current model/puppet. Directing this kind of thing would take a bit of effort but essentially its a flow chart with standing to walk, standing to run, FA from standing (fs), HAfs, DBfs, FA from run(fr), HEfr, DBfr, Run to stand, walk to stand, Firing whilst walking, strafing etc. They should already have this for all the other weapon types so could make that available. I'm just wondering what the limiting factor is. Is it the actual motion capture (if so what program format would be needed), is it the tying of the capture to the puppet or is it just the fact that to add new things in the game is too difficult now? The excuse mo-cap is too expensive doesn't fly with me tbh, unless you really need the EA lab level suite for it (which our animations are contained to a few m^2 so not likely), is it the director or just that BE won't let them do it like this? In short: what is it that is stopping us from doing this as a community and providing it to behaviour? Lets face it there are enough people who want staffs, glaives and thunderhammers that possible we could do this ourselves if we get lab access? Thanks, Sunbreak.