I'll record a video and upload it... I just don't remember how the animations of basic creatures transitioning into each other work. For example, you hover the mouse over a Cyclops, the STIR animation starts, and then while it's moving, you click attack - does it abruptly interrupt the STIR animation and start the attack?
Yes, the STIR animation will be interrupted; the game doesn't wait for the animation to finish, but I don't see anything wrong with that. In the fifth game, all the animations are very dynamic (compared to some ports from the seventh game), so I don't pay attention to it.
The most jarring animation interruption I've seen was related to the Hit - the Beast and the Shaman deal a series of blows, and each swing of the knife restarts the hit animation. I think it was removed in 3.1, or maybe it didn't work in 3.0, but some mods with their own engine, like NCF, either have or don't have this mechanic.
Added 10 minutes later
Ah, you need to adjust the MOVE, right? To prevent "slipping," right?
In the xdb file of this animation, there is a line like:
8.45 - the number in it is the distance that the unit must travel; there were ways to calculate this somewhere in the export topic, but I just adjust the number in the map editor.
If the number is small, the unit will jump forward at the end of the animation, and vice versa