My first crit would be that you should remove all versions of these anims from this thread except for your latest. It’s kind of confusing at the moment to tell what’s the most current.
Warning: I am home today so I’m in no hurry. This might be really nitpicky.
The ladder (assuming Im looking at the latest):
-His right foot really locks to the ladder when first placed on it. It should settle more as well as react more when his weight is brought onto it/he pushes off with it. One of the best things about biped is being able to animate your IK pivots on the limbs. Use it!
-similarly, the left foot doesn’t push off the ground properly on the first step.
-Throughout the entire cycle you should be animating the feet’s movement more. On a ladder climb, you’re pushing with the ball of your foot so it should move accordingly.
-He doesn’t anticipate the ladder climb. His center/bip01 should drop a little before he pulls himself up the first step.
-The left leg is hyperextending during the climb
-The last couple of steps after he gets off the ladder are a little awkward. It looks like the first stride is too short and the second is maybe too long.
-In general, I would make sure you’re turning on trajectories frequently (another great thing about biped) and check the curves of your hands, feet and center of mass. Do this and the problems you’re having with easing in/out should become more apparent.
It’s pretty rough at this point. I’d recommend getting some footage of professional fighters that you can scrub through frame by frame. Things that jump out at me are lack of anticipation and a disconnect between the body and the hands. My fighting instructor used to say “You always punch with your whole body; the hand is just where it ends”. Feet should be planted mid punch and the whole body follow the motion more. I would spend a bit more time blocking out full poses.
This is the best of the three I think.
-The main problem here is that it doesn’t loop well. I think the pulling should be more steady, like a walk cycle, otherwise it really looks like an animation playing over and over again. I would do this kind of animation as three different animations (per character: Drag_start (Idle to grabbing the guy), pull_looping (what you have here), and drag_end (let the guy go, back into idle pose). If you prefer it to not be a consistent speed, it should at least never come to a dead stop.
-I would also have his gun arm sway less. The repetition only accentuates the fact that it’s a looping animation.
-The left foot slide at the end is also kind of weird.
As I said above, animated pivot points and trajectories are your best friends with a biped. They should be used religiously in any biped animations.
It’s a good start on everything, just needs to be polished up a bit. Good luck!