Im pretty interested in this topic since its capital for any future model. Ideally we want to have varied animations without going overkill; hwoarangmy, i think you have learned the pain that is animating sio lets keep it as simple as we can. So after reading your sugestions i propose these ones: (warning, extreme copy&paste ahead!)
Played when a creature attacks something, once i wanted to have two that were played at ramdon, but one is pretty fine, no need for more.
Played when a creature has nothing to do and is waiting for something. Idle animation is displayed after most other animations played once are finished until another animation is displayed.
Played when a creature moves within the dungeon
Creature runs, doenst matter if its running away, charging to battle or trying to get payment. Just one universal run animation.
Played when a creature dies
TortureFire: Played looped when a creature is being tortured on the burning floor. OR just call HURT exposed ahead.
TortureElectChair: Played looped when a creature is being tortured on the electric chair.
TortureCage: Played looped when a creature is being tortured on the cage.
Sleep: Played once when a creature reaches its bed, after that it can just stay in the same position as the animation ended; "Z" particles coming from it would be nice (and some snoring)
Played whenever a creature is happy, like when training to a new level, the player wins the game or the creature gets gold.
Flinch OR HURT
Played when a creature gets hit by a powerful blow/spell/trap or slapped by the player.
Looped, could be used on a new casino spot (dance floor), at casino jackpot (if integrated) or some other silly event. Adds lot of flavour
Looped, for creatures who are very angry (they will stop doing whatever they are and dedicate a few seconds just to play this aimation), captured on prison or the dungeon heart is destroyed.
Dangle (not useful at all),
cast spell (could be nice but normal attack can do)
eat (not really needed, lots of chicken related problems)
Its just a WHOLE lots, good thing is with the new rig i solved all the attack, run, walk and idle from all bipedal humanoids. Thats almost half of the proposed animations, but the weapon size issue remains, its the tradeoff of using that preanimated rig...