First off good going on the game so far.
The improved animations look pretty good, and are fine as far as I'm concerned - best to spend time on other things.
However, if you feel like improving them, here's my two cents (I know a very little about weapons, but more about physics):
On both throwing animations, the sword / dagger seems to fly in an exactly straight line, rather than a slight curve due to gravity. If you already have it flying in a curve, then I don't think it is noticable enough. If you need it to go dead straight so that it hits at the same height regardless of the distance of the enemy, than that's fair enough.
The second throwing animation is good, in that it is probably accurate, but demonstrates why people don't throw swords / many daggers (at least not like that).
EDIT:
blahblah
[demonstrates total lack of knowledge of throwing knives]
blahblah
I really should know what I'm talking about a bit more .
Link to some info from people who know what they're talking about (probably).
http://www.florilegium.org/files/COMBAT/knife-throwing-msg.text
After reading that I'd say that the problem with your second throwing animation is that the weapon spins too fast. If that's necessary to allow the player to think it hits point first at any distance, then fair enough. If you can be surer of the distance - e.g. that it's always a multiple of 6 feet, you could make the weapon turn only once / twice per six feet, and it'd probably be more realistic.
Of course I'll be much more upset by slightly bad game mechanics than by not-quite-perfect throwing knives / daggers, so there's no real need to fix this. I'm sure everyone will agree that time could be better spent.
Keep up the good work.
The improved animations look pretty good, and are fine as far as I'm concerned - best to spend time on other things.
However, if you feel like improving them, here's my two cents (I know a very little about weapons, but more about physics):
On both throwing animations, the sword / dagger seems to fly in an exactly straight line, rather than a slight curve due to gravity. If you already have it flying in a curve, then I don't think it is noticable enough. If you need it to go dead straight so that it hits at the same height regardless of the distance of the enemy, than that's fair enough.
The second throwing animation is good, in that it is probably accurate, but demonstrates why people don't throw swords / many daggers (at least not like that).
EDIT:
blahblah
[demonstrates total lack of knowledge of throwing knives]
blahblah
I really should know what I'm talking about a bit more .
Link to some info from people who know what they're talking about (probably).
http://www.florilegium.org/files/COMBAT/knife-throwing-msg.text
After reading that I'd say that the problem with your second throwing animation is that the weapon spins too fast. If that's necessary to allow the player to think it hits point first at any distance, then fair enough. If you can be surer of the distance - e.g. that it's always a multiple of 6 feet, you could make the weapon turn only once / twice per six feet, and it'd probably be more realistic.
Of course I'll be much more upset by slightly bad game mechanics than by not-quite-perfect throwing knives / daggers, so there's no real need to fix this. I'm sure everyone will agree that time could be better spent.
Keep up the good work.