diff --git a/assets/voxygen/voxel/biped_large_central_manifest.ron b/assets/voxygen/voxel/biped_large_central_manifest.ron
index 1c2b6921d3..f193dd1005 100644
--- a/assets/voxygen/voxel/biped_large_central_manifest.ron
+++ b/assets/voxygen/voxel/biped_large_central_manifest.ron
@@ -56,7 +56,7 @@
         ),
         main: (
             offset: (-2.5, -5.5, -5.0),
-            central: ("weapon.hammer.2hhammer_ogre"),
+            central: ("weapon.staff.firestaff_ogre"),
         )
     ),
     (Cyclops, Male): (
@@ -145,7 +145,7 @@
             central: ("armor.empty"),
         ),
         main: (
-            offset: (-5.0, -6.5, -4.0),
+            offset: (-3.0, -3.5, -8.0),
             central: ("weapon.hammer.2hhammer_wendigo"),
         )
     ),
@@ -385,7 +385,7 @@
             central: ("armor.empty"),
         ),
         main: (
-            offset: (-1.5, -9.0, -10.0),
+            offset: (-3.5, -3.0, -5.0),
             central: ("weapon.staff.firestaff_lizardman"),
         )
     ),
@@ -415,7 +415,7 @@
             central: ("armor.empty"),
         ),
         main: (
-            offset: (-5.5, -2.0, -10.0),
+            offset: (-3.5, -3.0, -5.0),
             central: ("weapon.staff.firestaff_lizardman"),
         )
     ),
@@ -445,7 +445,7 @@
             central: ("armor.empty"),
         ),
         main: (
-            offset: (-1.5, -9.0, -10.0),
+            offset: (-1.5, -3.0, -5.0),
             central: ("weapon.sword.long_2h_lizardman"),
         )
     ),
@@ -475,7 +475,7 @@
             central: ("armor.empty"),
         ),
         main: (
-            offset: (-1.5, -9.0, -10.0),
+            offset: (-1.5, -3.0, -5.0),
             central: ("weapon.sword.long_2h_lizardman"),
         )
     ),
diff --git a/assets/voxygen/voxel/weapon/hammer/2hhammer_wendigo.vox b/assets/voxygen/voxel/weapon/hammer/2hhammer_wendigo.vox
index 9a7315e863..2088c702b1 100644
--- a/assets/voxygen/voxel/weapon/hammer/2hhammer_wendigo.vox
+++ b/assets/voxygen/voxel/weapon/hammer/2hhammer_wendigo.vox
@@ -1,3 +1,3 @@
 version https://git-lfs.github.com/spec/v1
-oid sha256:05f0896ab240939bb5a1d89fa0bdbc1e51da5a9a2a2b1c86cc25935ad5aafb8c
+oid sha256:3c24338cead72ad5f1dee1a80e5793c16aac0c5db6595f089fd8a0e79a48d488
 size 3112
diff --git a/assets/voxygen/voxel/weapon/staff/firestaff_ogre.vox b/assets/voxygen/voxel/weapon/staff/firestaff_ogre.vox
index 20337015cc..9720db64e2 100644
--- a/assets/voxygen/voxel/weapon/staff/firestaff_ogre.vox
+++ b/assets/voxygen/voxel/weapon/staff/firestaff_ogre.vox
@@ -1,3 +1,3 @@
 version https://git-lfs.github.com/spec/v1
-oid sha256:ae78b481491fa24dfa9ada77861a2094985f59288e88b8e47513ffb20cafff40
+oid sha256:1a7e0f7afd15aae9d17febd8d04873a35bac6aac7ffa8cdb19a8836779bb55db
 size 2040
diff --git a/assets/voxygen/voxel/weapon/sword/long_2h_lizardman.vox b/assets/voxygen/voxel/weapon/sword/long_2h_lizardman.vox
index 514829a2d4..2f08f321fd 100644
--- a/assets/voxygen/voxel/weapon/sword/long_2h_lizardman.vox
+++ b/assets/voxygen/voxel/weapon/sword/long_2h_lizardman.vox
@@ -1,3 +1,3 @@
 version https://git-lfs.github.com/spec/v1
-oid sha256:1e5ac6c2aa4e33816037279a9a3970c0b489a89d0cc5a3e2217064cccfb1f340
+oid sha256:7e5602954a5d79868eacffbec4a5e27048383753e0d46ab96e2b01532ddd6238
 size 1548
diff --git a/voxygen/src/anim/src/biped_large/alpha.rs b/voxygen/src/anim/src/biped_large/alpha.rs
index 85dc9f05c1..8c2c7f2b65 100644
--- a/voxygen/src/anim/src/biped_large/alpha.rs
+++ b/voxygen/src/anim/src/biped_large/alpha.rs
@@ -24,204 +24,420 @@ impl Animation for AlphaAnimation {
     const UPDATE_FN: &'static [u8] = b"biped_large_alpha\0";
 
     #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_alpha")]
+    #[allow(clippy::approx_constant)] // TODO: Pending review in #587
     fn update_skeleton_inner(
         skeleton: &Self::Skeleton,
         (active_tool_kind, second_tool_kind, velocity, _global_time, stage_section): Self::Dependency,
         anim_time: f64,
-        _rate: &mut f32,
+        rate: &mut f32,
         skeleton_attr: &SkeletonAttr,
     ) -> Self::Skeleton {
+        *rate = 1.0;
         let mut next = (*skeleton).clone();
 
-        let lab = 0.55;
+        let lab = 1.0;
 
-        let slower = (((1.0)
-            / (0.05
-                + 0.95
-                    * ((anim_time as f32 * lab as f32 * 10.0 - 0.8 * PI).sin()).powf(2.0 as f32)))
+        let foot = (((1.0)
+            / (0.2
+                + 0.8
+                    * ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin()).powf(2.0 as f32)))
         .sqrt())
-            * ((anim_time as f32 * lab as f32 * 10.0 - 0.8 * PI).sin());
-
+            * ((anim_time as f32 * lab as f32 * 2.0 * velocity).sin());
         let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
-
-        let foothoril = (((1.0)
-            / (0.4
-                + (0.6)
-                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
+        let accel_med = 1.0 - (anim_time as f32 * 16.0 * lab as f32).cos();
+        let accel_slow = 1.0 - (anim_time as f32 * 12.0 * lab as f32).cos();
+        let accel_fast = 1.0 - (anim_time as f32 * 24.0 * lab as f32).cos();
+        let decel = (anim_time as f32 * 16.0 * lab as f32).min(PI / 2.0).sin();
+        let push = anim_time as f32 * lab as f32 * 4.0;
+        let slow = (((5.0)
+            / (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 9.0).sin()).powf(2.0 as f32)))
         .sqrt())
-            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
-        let foothorir = (((1.0)
-            / (0.4
-                + (0.6)
-                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
+            * ((anim_time as f32 * lab as f32 * 9.0).sin());
+        let quick = (((5.0)
+            / (0.4 + 4.6 * ((anim_time as f32 * lab as f32 * 18.0).sin()).powf(2.0 as f32)))
         .sqrt())
-            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
-
-        let footrotl = (((5.0)
-            / (2.5
-                + (2.5)
-                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
+            * ((anim_time as f32 * lab as f32 * 18.0).sin());
+        let axe = (((1.0)
+            / (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
         .sqrt())
-            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
-
-        let footrotr = (((5.0)
-            / (1.0
-                + (4.0)
-                    * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
+            * ((anim_time as f32 * lab as f32 * 8.0).sin());
+        let staff = (((1.0)
+            / (0.05 + 0.95 * ((anim_time as f32 * lab as f32 * 10.0).sin()).powf(2.0 as f32)))
         .sqrt())
-            * ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
+            * ((anim_time as f32 * lab as f32 * 10.0).sin());
+        let slower = (((1.0)
+            / (0.0001 + 0.999 * ((anim_time as f32 * lab as f32 * 4.0).sin()).powf(2.0 as f32)))
+        .sqrt())
+            * ((anim_time as f32 * lab as f32 * 4.0).sin());
 
-        let short = (anim_time as f32 * lab as f32 * 16.0).sin();
+        let movement = anim_time as f32 * 1.0;
+        let test = (anim_time as f32 * 1.75).sin();
 
-        next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
-        next.head.orientation = Quaternion::rotation_z(slower * 1.0) * Quaternion::rotation_x(0.0);
-        next.head.scale = Vec3::one() * 1.02;
+        if let Some(ToolKind::Sword(_)) = active_tool_kind {
+            next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
+            next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
+            next.hand_l.scale = Vec3::one() * 1.04;
+            next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
+            next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
+            next.hand_r.scale = Vec3::one() * 1.05;
+            next.main.position = Vec3::new(0.0, 5.0, 2.0);
+            next.main.orientation = Quaternion::rotation_x(-0.1)
+                * Quaternion::rotation_y(0.0)
+                * Quaternion::rotation_z(0.0);
 
-        next.main.position = Vec3::new(0.0, 0.0, 0.0);
-        next.main.orientation = Quaternion::rotation_x(0.0)
-            * Quaternion::rotation_y(-1.57)
-            * Quaternion::rotation_z(1.0);
-        next.main.scale = Vec3::one() * 1.02;
+            next.head.position = Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
 
-        next.second.position = Vec3::new(0.0, 0.0, 0.0);
-        next.second.orientation =
-            Quaternion::rotation_x(PI) * Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
-        next.second.scale = Vec3::one() * 0.0;
+            if let Some(stage_section) = stage_section {
+                match stage_section {
+                    StageSection::Buildup => {
+                        //println!("{:.3} build", anim_time);
+                        next.control.position =
+                            Vec3::new(-7.0, 7.0 + movement * -4.0, 2.0 + movement * 1.0);
+                        next.control.orientation = Quaternion::rotation_x(movement * -0.5)
+                            * Quaternion::rotation_y(movement * -1.0)
+                            * Quaternion::rotation_z(movement * -1.2);
 
-        next.hand_l.position = Vec3::new(
-            -skeleton_attr.hand.0 - 7.0,
-            skeleton_attr.hand.1 - 7.0,
-            skeleton_attr.hand.2 + 10.0,
-        );
-        next.hand_l.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-        next.hand_l.scale = Vec3::one() * 1.02;
+                        next.upper_torso.orientation = Quaternion::rotation_z(movement * 1.5);
+                        next.head.orientation = Quaternion::rotation_z(movement * -0.9);
+                    },
+                    StageSection::Swing => {
+                        //println!("{:.3} swing", anim_time);
+                        next.control.position = Vec3::new(-7.0, 3.0 + movement * 16.0, 3.0);
+                        next.control.orientation =
+                            Quaternion::rotation_x(-0.5 + movement * -1.0 * 0.0)
+                                * Quaternion::rotation_y(-1.0 + movement * -0.6)
+                                * Quaternion::rotation_z(-1.2 + movement * 1.3);
 
-        next.hand_r.position = Vec3::new(
-            skeleton_attr.hand.0 - 7.0,
-            skeleton_attr.hand.1 - 7.0,
-            skeleton_attr.hand.2 + 10.0,
-        );
-        next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-        next.hand_r.scale = Vec3::one() * 1.02;
+                        next.upper_torso.orientation = Quaternion::rotation_z(1.5 + test * -3.0);
+                        next.head.orientation = Quaternion::rotation_z(-0.9 + test * 2.5);
+                        //next.head.orientation = Quaternion::rotation_z(-test
+                        // * 0.8); next.upper_torso.
+                        // orientation = Quaternion::rotation_x(test * 0.15)
+                        //* Quaternion::rotation_y(movement * 0.3)
+                        //* Quaternion::rotation_z(movement * 1.5);
+                        //next.belt.orientation = Quaternion::rotation_z(test2
+                        // * 0.5); next.lower_torso.
+                        // orientation = Quaternion::rotation_z(test2 * 1.5);
+                        // next.torso.orientation = Quaternion::rotation_z(test2
+                        // * 7.2);
+                    },
+                    StageSection::Recover => {
+                        //println!("{:.3} recover", anim_time);
+                        next.control.position = Vec3::new(-7.0, 15.0, 2.0);
+                        next.control.orientation = Quaternion::rotation_x(-0.5)
+                            * Quaternion::rotation_y(-1.57 + movement * 1.0)
+                            * Quaternion::rotation_z(0.0);
+                        next.control.scale = Vec3::one();
+                        next.upper_torso.orientation = Quaternion::rotation_y(0.0)
+                            * Quaternion::rotation_z(-1.57 + movement * 0.5);
 
-        next.upper_torso.position = Vec3::new(
-            0.0,
-            skeleton_attr.upper_torso.0,
-            skeleton_attr.upper_torso.1,
-        );
-        next.upper_torso.orientation =
-            Quaternion::rotation_z(slower * -1.2) * Quaternion::rotation_x(-0.3);
-        next.upper_torso.scale = Vec3::one();
-
-        next.control.position = Vec3::new(7.0, 9.0, -10.0);
-        next.control.orientation = Quaternion::rotation_x(slowersmooth * 0.35)
-            * Quaternion::rotation_y(0.0)
-            * Quaternion::rotation_z(slowersmooth * -0.5 + slower * -0.5);
-        next.control.scale = Vec3::one();
-        if velocity < 0.5 {
-            next.lower_torso.position = Vec3::new(
-                0.0,
-                skeleton_attr.lower_torso.0,
-                skeleton_attr.lower_torso.1,
-            );
-            next.lower_torso.orientation =
-                Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.2);
-            next.lower_torso.scale = Vec3::one() * 1.02;
-
-            next.jaw.position = Vec3::new(0.0, skeleton_attr.jaw.0, skeleton_attr.jaw.1 * 0.0);
-            next.jaw.orientation = Quaternion::rotation_z(0.0);
-            next.jaw.scale = Vec3::one();
-
-            next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
-            next.tail.orientation = Quaternion::rotation_z(0.0);
-            next.tail.scale = Vec3::one();
-
-            next.shoulder_l.position = Vec3::new(
-                -skeleton_attr.shoulder.0,
-                skeleton_attr.shoulder.1,
-                skeleton_attr.shoulder.2,
-            );
-            next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
-            next.shoulder_l.scale = Vec3::one();
-
-            next.shoulder_r.position = Vec3::new(
-                skeleton_attr.shoulder.0,
-                skeleton_attr.shoulder.1,
-                skeleton_attr.shoulder.2,
-            );
-            next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
-            next.shoulder_r.scale = Vec3::one();
-
-            next.leg_l.position = Vec3::new(
-                -skeleton_attr.leg.0,
-                skeleton_attr.leg.1,
-                skeleton_attr.leg.2,
-            ) * 1.02;
-            next.leg_l.orientation = Quaternion::rotation_z(0.0);
-            next.leg_l.scale = Vec3::one() * 1.02;
-
-            next.leg_r.position = Vec3::new(
-                skeleton_attr.leg.0,
-                skeleton_attr.leg.1,
-                skeleton_attr.leg.2,
-            ) * 1.02;
-            next.leg_r.orientation = Quaternion::rotation_z(0.0);
-            next.leg_r.scale = Vec3::one() * 1.02;
-
-            next.foot_l.position = Vec3::new(
-                -skeleton_attr.foot.0,
-                skeleton_attr.foot.1,
-                skeleton_attr.foot.2,
-            ) / 8.0;
-            next.foot_l.orientation = Quaternion::rotation_z(0.0);
-            next.foot_l.scale = Vec3::one() / 8.0;
-
-            next.foot_r.position = Vec3::new(
-                skeleton_attr.foot.0,
-                skeleton_attr.foot.1,
-                skeleton_attr.foot.2,
-            ) / 8.0;
-            next.foot_r.orientation = Quaternion::rotation_z(0.0);
-            next.foot_r.scale = Vec3::one() / 8.0;
-
-            next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
-            next.torso.orientation = Quaternion::rotation_z(0.0);
-            next.torso.scale = Vec3::one() / 8.0;
-        } else {
-            next.lower_torso.position = Vec3::new(
-                0.0,
-                skeleton_attr.lower_torso.0,
-                skeleton_attr.lower_torso.1,
-            );
-            next.lower_torso.orientation =
-                Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
-            next.lower_torso.scale = Vec3::one() * 1.02;
-
-            next.shoulder_l.position = Vec3::new(
-                -skeleton_attr.shoulder.0,
-                skeleton_attr.shoulder.1 + foothoril * -1.0,
-                skeleton_attr.shoulder.2,
-            );
-            next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
-                * Quaternion::rotation_y(0.1)
-                * Quaternion::rotation_z(footrotl * 0.1);
-            next.shoulder_l.scale = Vec3::one();
-
-            next.shoulder_r.position = Vec3::new(
-                skeleton_attr.shoulder.0,
-                skeleton_attr.shoulder.1 + foothorir * -1.0,
-                skeleton_attr.shoulder.2,
-            );
-            next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
-                * Quaternion::rotation_y(-0.1)
-                * Quaternion::rotation_z(footrotr * -0.1);
-            next.shoulder_r.scale = Vec3::one();
-
-            next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
-            next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
-            next.torso.scale = Vec3::one() / 8.0;
+                        next.head.orientation = Quaternion::rotation_y(0.0)
+                            * Quaternion::rotation_z(1.57 + movement * -0.5);
+                    },
+                    _ => {},
+                }
+            }
         }
 
+        match active_tool_kind {
+            //TODO: Inventory
+            Some(ToolKind::Dagger(_)) => {
+                next.head.position =
+                    Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
+                next.head.orientation = Quaternion::rotation_z(slow * -0.25)
+                    * Quaternion::rotation_x(0.0 + slow * 0.15)
+                    * Quaternion::rotation_y(slow * -0.15);
+                next.head.scale = Vec3::one() * 1.01;
+
+                next.upper_torso.position = Vec3::new(0.0, skeleton_attr.upper_torso.0, skeleton_attr.upper_torso.1);
+                next.upper_torso.orientation = Quaternion::rotation_z(slow * 0.4)
+                    * Quaternion::rotation_x(0.0 + slow * -0.2)
+                    * Quaternion::rotation_y(slow * 0.2);
+                next.upper_torso.scale = Vec3::one();
+
+                next.lower_torso.position =
+                    Vec3::new(0.0, skeleton_attr.lower_torso.0, skeleton_attr.lower_torso.1);
+                next.lower_torso.orientation = next.upper_torso.orientation * -0.45;
+
+                // TODO: Fix animation
+                next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
+                next.hand_l.orientation = Quaternion::rotation_x(0.0);
+                next.hand_l.scale = Vec3::one() * 1.12;
+
+                next.main.position = Vec3::new(0.0, 0.0, 0.0);
+                next.main.orientation = Quaternion::rotation_x(0.0);
+
+                next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
+                next.hand_r.orientation = Quaternion::rotation_x(0.0);
+                next.hand_r.scale = Vec3::one() * 1.12;
+
+                next.second.position = Vec3::new(0.0, 0.0, 0.0);
+                next.second.orientation = Quaternion::rotation_x(0.0);
+
+                // next.r_control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0,
+                // 2.0); next.r_control.orientation =
+                // Quaternion::rotation_x(-1.4 + slow * 0.4)
+                //     * Quaternion::rotation_y(slow * -1.3)
+                //     * Quaternion::rotation_z(1.4 + slow * -0.5);
+                // next.r_control.scale = Vec3::one();
+
+                // next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
+                // next.hand_r.orientation = Quaternion::rotation_x(1.27);
+                // next.hand_r.scale = Vec3::one() * 1.05;
+
+                // next.control.position = Vec3::new(-10.0 + push * 5.0, 6.0 + push * 5.0, 2.0);
+                // next.control.orientation = Quaternion::rotation_x(-1.4 + slow * 0.4)
+                //     * Quaternion::rotation_y(slow * -1.3)
+                //     * Quaternion::rotation_z(1.4 + slow * -0.5);
+                // next.control.scale = Vec3::one();
+
+                next.foot_l.position = Vec3::new(
+                    -skeleton_attr.foot.0,
+                    slow * -3.0 + quick * 3.0 - 4.0,
+                    skeleton_attr.foot.2,
+                ) / 8.0;
+                next.foot_l.orientation = Quaternion::rotation_x(slow * 0.6)
+                    * Quaternion::rotation_y((slow * -0.2).max(0.0));
+                next.foot_l.scale = Vec3::one() / 8.0;
+
+                next.foot_r.position = Vec3::new(
+                    skeleton_attr.foot.0,
+                    slow * 3.0 + quick * -3.0 + 5.0,
+                    skeleton_attr.foot.2,
+                ) / 8.0;
+                next.foot_r.orientation = Quaternion::rotation_x(slow * -0.6)
+                    * Quaternion::rotation_y((slow * 0.2).min(0.0));
+                next.foot_r.scale = Vec3::one() / 8.0;
+
+                next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
+                next.torso.orientation = Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(0.0);
+                next.torso.scale = Vec3::one() / 8.0 * 1.01;
+            },
+            Some(ToolKind::Axe(_)) => {
+                next.head.position =
+                    Vec3::new(0.0, 0.0 + skeleton_attr.head.0, skeleton_attr.head.1);
+                next.head.orientation = Quaternion::rotation_z(0.1 + axe * 0.2)
+                    * Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(0.2);
+                next.head.scale = Vec3::one() * 1.01;
+
+                next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0);
+                next.upper_torso.orientation = Quaternion::rotation_z(0.2 + axe * 0.2);
+                next.upper_torso.scale = Vec3::one();
+
+                next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
+                next.lower_torso.orientation = Quaternion::rotation_z(0.2 + axe * -0.2);
+
+                next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
+                next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
+                    * Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_y(0.0);
+                next.hand_l.scale = Vec3::one() * 1.08;
+                next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
+                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
+                    * Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_y(0.0);
+                next.hand_r.scale = Vec3::one() * 1.06;
+                next.main.position = Vec3::new(-0.0, -2.0, -1.0);
+                next.main.orientation = Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(0.0);
+
+                next.control.position = Vec3::new(2.0 + axe * -7.0, 11.0, 3.0);
+                next.control.orientation = Quaternion::rotation_x(1.6)
+                    * Quaternion::rotation_y(-2.0 + axe * 0.5)
+                    * Quaternion::rotation_z(PI * 0.4);
+
+                next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
+                next.torso.orientation = Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(0.0);
+                next.torso.scale = Vec3::one() / 8.0 * 1.01;
+            },
+            Some(ToolKind::Hammer(_)) => {
+                next.hand_l.position = Vec3::new(-15.0, 0.0, 0.0);
+                next.hand_l.orientation =
+                    Quaternion::rotation_x(-0.0)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(-PI / 2.0);;
+                next.hand_l.scale = Vec3::one() * 1.08;
+                next.hand_r.position = Vec3::new(3.0, 0.0, 0.0);
+                next.hand_r.orientation = Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(-PI / 2.0);
+                next.hand_r.scale = Vec3::one() * 1.06;
+                next.main.position = Vec3::new(2.0, 0.0, -12.0);
+                next.main.orientation = Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(-1.57)
+                    * Quaternion::rotation_z(1.57);
+
+                next.head.position =
+                    Vec3::new(0.0, -2.0 + skeleton_attr.head.0, skeleton_attr.head.1);
+                next.head.orientation = Quaternion::rotation_z(slower * 0.03)
+                    * Quaternion::rotation_x(slowersmooth * 0.1)
+                    * Quaternion::rotation_y(slower * 0.05 + slowersmooth * 0.06)
+                    * Quaternion::rotation_z((slowersmooth * -0.4).max(0.0));
+                next.head.scale = Vec3::one() * 1.01;
+
+                next.upper_torso.position = Vec3::new(
+                    0.0,
+                    skeleton_attr.upper_torso.0,
+                    skeleton_attr.upper_torso.1,
+                );
+                next.upper_torso.orientation =
+                    Quaternion::rotation_z(slower * 0.18 + slowersmooth * 0.15)
+                        * Quaternion::rotation_x(0.0 + slower * 0.18 + slowersmooth * 0.15)
+                        * Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15);
+
+                next.lower_torso.position = Vec3::new(0.0, 0.0, -5.0);
+                next.lower_torso.orientation =
+                    Quaternion::rotation_z(slower * -0.1 + slowersmooth * -0.075)
+                        * Quaternion::rotation_x(0.0 + slower * -0.1)
+                        * Quaternion::rotation_y(slower * -0.1);
+
+                next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
+                next.torso.orientation = Quaternion::rotation_z(0.0);
+                next.torso.scale = Vec3::one() / 8.0 * 1.01;
+
+                if velocity > 0.5 {
+                    next.foot_l.position =
+                        Vec3::new(-skeleton_attr.foot.0, foot * -6.0, skeleton_attr.foot.2) / 8.0;
+                    next.foot_l.orientation = Quaternion::rotation_x(foot * -0.4)
+                        * Quaternion::rotation_z((slower * 0.3).max(0.0));
+                    next.foot_l.scale = Vec3::one() / 8.0;
+
+                    next.foot_r.position =
+                        Vec3::new(skeleton_attr.foot.0, foot * 6.0, skeleton_attr.foot.2) / 8.0;
+                    next.foot_r.orientation = Quaternion::rotation_x(foot * 0.4)
+                        * Quaternion::rotation_z((slower * 0.3).max(0.0));
+                    next.foot_r.scale = Vec3::one() / 8.0;
+                    next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
+                    next.torso.orientation =
+                        Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.15);
+                    next.torso.scale = Vec3::one() / 8.0 * 1.01;
+                } else {
+                    next.foot_l.position = Vec3::new(
+                        -skeleton_attr.foot.0,
+                        -2.5,
+                        skeleton_attr.foot.2 + (slower * 2.5).max(0.0),
+                    ) / 8.0;
+                    next.foot_l.orientation = Quaternion::rotation_x(slower * -0.2 - 0.2)
+                        * Quaternion::rotation_z((slower * 1.0).max(0.0));
+                    next.foot_l.scale = Vec3::one() / 8.0;
+
+                    next.foot_r.position = Vec3::new(
+                        skeleton_attr.foot.0,
+                        3.5 - slower * 2.0,
+                        skeleton_attr.foot.2,
+                    ) / 8.0;
+                    next.foot_r.orientation = Quaternion::rotation_x(slower * 0.1)
+                        * Quaternion::rotation_z((slower * 0.5).max(0.0));
+                    next.foot_r.scale = Vec3::one() / 8.0;
+                    next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
+                    next.torso.orientation = Quaternion::rotation_z(0.0);
+                    next.torso.scale = Vec3::one() / 8.0 * 1.01;
+                }
+
+                next.control.scale = Vec3::one();
+                next.control.position = Vec3::new(-8.0, 7.0, 1.0);
+                next.control.orientation = Quaternion::rotation_x(-1.5 + slower * 1.5)
+                    * Quaternion::rotation_y(slowersmooth * 0.35 - 0.3)
+                    * Quaternion::rotation_z(1.4 + slowersmooth * 0.2);
+                next.control.scale = Vec3::one();
+
+                next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
+                next.torso.orientation = Quaternion::rotation_z(0.0);
+                next.torso.scale = Vec3::one() / 8.0 * 1.01;
+            },
+            Some(ToolKind::Staff(_)) => {
+                next.head.orientation =
+                    Quaternion::rotation_x(staff * 0.2) * Quaternion::rotation_z(staff * 0.2);
+                next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
+                next.hand_l.orientation =
+                    Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
+                next.hand_l.scale = Vec3::one() * 1.02;
+                next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
+                next.hand_r.orientation =
+                    Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
+                next.hand_r.scale = Vec3::one() * 1.02;
+                next.main.position = Vec3::new(12.0, 8.5, 13.2);
+                next.main.orientation = Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(3.14)
+                    * Quaternion::rotation_z(0.0);
+                next.upper_torso.orientation = Quaternion::rotation_z(staff * 0.3);
+                next.lower_torso.orientation = Quaternion::rotation_z(staff * 0.4);
+
+                next.control.position = Vec3::new(-20.0, 5.0 + staff * 3.0, 1.0);
+                next.control.orientation = Quaternion::rotation_x(staff * 1.2)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(0.0);
+                next.control.scale = Vec3::one();
+            },
+            Some(ToolKind::Shield(_)) => {
+                next.head.position = Vec3::new(
+                    0.0,
+                    0.0 + skeleton_attr.head.0 + decel * 0.8,
+                    skeleton_attr.head.1,
+                );
+                next.head.orientation = Quaternion::rotation_z(decel * 0.25)
+                    * Quaternion::rotation_x(0.0 + decel * 0.1)
+                    * Quaternion::rotation_y(decel * -0.1);
+                next.head.scale = Vec3::one() * 1.01;
+
+                next.upper_torso.position = Vec3::new(0.0, 0.0, 7.0);
+                next.upper_torso.orientation = Quaternion::rotation_z(decel * -0.2)
+                    * Quaternion::rotation_x(0.0 + decel * -0.2)
+                    * Quaternion::rotation_y(decel * 0.2);
+
+                next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
+                next.torso.scale = Vec3::one() / 8.0 * 1.01;
+
+                next.lower_torso.position = Vec3::new(0.0, 0.0, 0.0);
+
+                next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
+                next.hand_l.orientation = Quaternion::rotation_x(0.0);
+                next.hand_l.scale = Vec3::one() * 1.01;
+
+                next.main.position = Vec3::new(0.0, 0.0, 0.0);
+                next.main.orientation = Quaternion::rotation_z(0.0);
+
+                next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
+                next.hand_r.orientation = Quaternion::rotation_x(0.0);
+                next.hand_r.scale = Vec3::one() * 1.01;
+
+                next.second.position = Vec3::new(0.0, 0.0, 0.0);
+                next.second.orientation = Quaternion::rotation_x(0.0);
+            },
+            Some(ToolKind::Debug(_)) => {
+                next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
+                next.hand_l.orientation = Quaternion::rotation_x(1.27)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(0.0);
+                next.hand_l.scale = Vec3::one() * 1.01;
+                next.main.position = Vec3::new(-5.0, 5.0, 23.0);
+                next.main.orientation = Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_x(PI)
+                    * Quaternion::rotation_y(0.0);
+                next.main.scale = Vec3::one();
+                next.torso.position = Vec3::new(0.0, 0.0, 0.1) * 1.01;
+                next.torso.orientation = Quaternion::rotation_x(0.0);
+                next.torso.scale = Vec3::one() / 8.0 * 1.01;
+            },
+            _ => {},
+        }
+        next.shoulder_l.scale = Vec3::one();
+        next.shoulder_r.scale = Vec3::one();
+
+        next.second.scale = match (
+            active_tool_kind.map(|tk| tk.hands()),
+            second_tool_kind.map(|tk| tk.hands()),
+        ) {
+            (Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
+            (_, _) => Vec3::zero(),
+        };
+
         next
     }
 }
diff --git a/voxygen/src/anim/src/biped_large/beta.rs b/voxygen/src/anim/src/biped_large/beta.rs
index da1e1afbab..5ba21e8bb9 100644
--- a/voxygen/src/anim/src/biped_large/beta.rs
+++ b/voxygen/src/anim/src/biped_large/beta.rs
@@ -64,7 +64,7 @@ impl Animation for BetaAnimation {
             next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
             next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
             next.hand_r.scale = Vec3::one() * 1.05;
-            next.main.position = Vec3::new(0.0, 0.0, 2.0);
+            next.main.position = Vec3::new(0.0, 5.0, 2.0);
             next.main.orientation = Quaternion::rotation_x(-0.1)
                 * Quaternion::rotation_y(0.0)
                 * Quaternion::rotation_z(0.0);
@@ -219,7 +219,7 @@ impl Animation for BetaAnimation {
             skeleton_attr.shoulder.2,
         );
         next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
-        next.shoulder_l.scale = Vec3::one() * 1.1;
+        next.shoulder_l.scale = Vec3::one();
 
         next.shoulder_r.position = Vec3::new(
             skeleton_attr.shoulder.0,
@@ -227,7 +227,7 @@ impl Animation for BetaAnimation {
             skeleton_attr.shoulder.2,
         );
         next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
-        next.shoulder_r.scale = Vec3::one() * 1.1;
+        next.shoulder_r.scale = Vec3::one();
 
         next.second.scale = match (
             active_tool_kind.map(|tk| tk.hands()),
diff --git a/voxygen/src/anim/src/biped_large/charge.rs b/voxygen/src/anim/src/biped_large/charge.rs
index 8a21bd9bfd..943b1e5620 100644
--- a/voxygen/src/anim/src/biped_large/charge.rs
+++ b/voxygen/src/anim/src/biped_large/charge.rs
@@ -152,7 +152,7 @@ impl Animation for ChargeAnimation {
                 skeleton_attr.jaw.1 + slow * 0.2,
             );
             next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
-            next.jaw.scale = Vec3::one() * 1.02;
+            next.jaw.scale = Vec3::one() * 0.98;
     
             next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
             next.tail.orientation =
@@ -223,33 +223,13 @@ impl Animation for ChargeAnimation {
                 skeleton_attr.jaw.1 + slow * 0.2,
             );
             next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
-            next.jaw.scale = Vec3::one() * 1.02;
+            next.jaw.scale = Vec3::one() * 0.98;
     
             next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
             next.tail.orientation =
                 Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
             next.tail.scale = Vec3::one();
 
-            next.shoulder_l.position = Vec3::new(
-                -skeleton_attr.shoulder.0,
-                skeleton_attr.shoulder.1 + foothoril * -1.0,
-                skeleton_attr.shoulder.2,
-            );
-            next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
-                * Quaternion::rotation_y(0.1)
-                * Quaternion::rotation_z(footrotl * 0.1);
-            next.shoulder_l.scale = Vec3::one();
-
-            next.shoulder_r.position = Vec3::new(
-                skeleton_attr.shoulder.0,
-                skeleton_attr.shoulder.1 + foothorir * -1.0,
-                skeleton_attr.shoulder.2,
-            );
-            next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
-                * Quaternion::rotation_y(-0.1)
-                * Quaternion::rotation_z(footrotr * -0.1);
-            next.shoulder_r.scale = Vec3::one();
-
             next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
             next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
             next.torso.scale = Vec3::one() / 8.0;
@@ -294,28 +274,62 @@ impl Animation for ChargeAnimation {
         }
         match active_tool_kind {
             Some(ToolKind::Bow(_)) => {
-                next.hand_l.position = Vec3::new(1.0, -2.0 + stop * -1.0, 0.0);
+                next.hand_l.position = Vec3::new(2.0, -2.0 + stop * -1.0, 0.0);
                 next.hand_l.orientation = Quaternion::rotation_x(1.20)
                     * Quaternion::rotation_y(-0.6)
                     * Quaternion::rotation_z(-0.3);
                 next.hand_l.scale = Vec3::one() * 1.05;
-                next.hand_r.position = Vec3::new(4.9, 1.0, -5.0);
+                
+                next.hand_r.position = Vec3::new(5.9, 0.0, -5.0);
                 next.hand_r.orientation = Quaternion::rotation_x(1.20)
                     * Quaternion::rotation_y(-0.6)
                     * Quaternion::rotation_z(-0.3);
                 next.hand_r.scale = Vec3::one() * 1.05;
-                next.main.position = Vec3::new(8.0, 2.0, -14.0);
+
+                next.shoulder_l.position = Vec3::new(
+                    -skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1 + foothoril * -1.0,
+                    skeleton_attr.shoulder.2,
+                );
+                next.shoulder_l.orientation = Quaternion::rotation_x(1.4 + footrotl * -0.06)
+                    * Quaternion::rotation_y(-0.9)
+                    * Quaternion::rotation_z(footrotl * -0.05);
+                next.shoulder_l.scale = Vec3::one();
+
+                next.shoulder_r.position = Vec3::new(
+                    skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1 + foothorir * -1.0,
+                    skeleton_attr.shoulder.2,
+                );
+                next.shoulder_r.orientation = Quaternion::rotation_x(1.3 + footrotr * -0.06)
+                    * Quaternion::rotation_y(-0.5) //1.9
+                    * Quaternion::rotation_z(footrotr * -0.05);
+                next.shoulder_r.scale = Vec3::one();
+
+                next.jaw.position = Vec3::new(
+                    0.0,
+                    skeleton_attr.jaw.0,
+                    skeleton_attr.jaw.1,
+                );
+                next.jaw.orientation = Quaternion::rotation_x(stop * 0.05);
+
+                next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
+                next.tail.orientation =
+                    Quaternion::rotation_z(0.02 * stress * stop + tilt * 2.0) * Quaternion::rotation_x(-0.2 * stop);
+                next.tail.scale = Vec3::one();
+
+                next.main.position = Vec3::new(7.0, 2.0, -13.0);
                 next.main.orientation = Quaternion::rotation_x(-0.3)
                     * Quaternion::rotation_y(0.3)
                     * Quaternion::rotation_z(-0.6);
 
-                next.hold.position = Vec3::new(0.4, -0.3, -5.8);
+                next.hold.position = Vec3::new(1.4, -0.3, -13.8);
                 next.hold.orientation = Quaternion::rotation_x(-1.6)
                     * Quaternion::rotation_y(-0.1)
                     * Quaternion::rotation_z(0.0);
                 next.hold.scale = Vec3::one() * 1.0;
 
-                next.control.position = Vec3::new(-10.0 + stop * 13.0, 6.0 + stop * 4.0, 4.0);
+                next.control.position = Vec3::new(-10.0 + stop * 13.0, 6.0 + stop * 4.0, -2.0);
                 next.control.orientation = Quaternion::rotation_x(0.0)
                     * Quaternion::rotation_y(stop * -0.4)
                     * Quaternion::rotation_z(stop * -0.6);
@@ -325,10 +339,37 @@ impl Animation for ChargeAnimation {
                 next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
                 next.hand_l.orientation = Quaternion::rotation_x(1.27);
                 next.hand_l.scale = Vec3::one() * 1.05;
+
                 next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
                 next.hand_r.orientation =
                     Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
                 next.hand_r.scale = Vec3::one() * 1.05;
+
+                next.shoulder_l.position = Vec3::new(
+                    -skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1 + foothoril * -1.0,
+                    skeleton_attr.shoulder.2,
+                );
+                next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
+                    * Quaternion::rotation_y(0.1)
+                    * Quaternion::rotation_z(footrotl * 0.1);
+                next.shoulder_l.scale = Vec3::one();
+    
+                next.shoulder_r.position = Vec3::new(
+                    skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1 + foothorir * -1.0,
+                    skeleton_attr.shoulder.2,
+                );
+                next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
+                    * Quaternion::rotation_y(-0.1)
+                    * Quaternion::rotation_z(footrotr * -0.1);
+                next.shoulder_r.scale = Vec3::one();
+
+                next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
+                next.tail.orientation =
+                    Quaternion::rotation_z(0.02 * stress * stop + tilt * 2.0) * Quaternion::rotation_x(-0.2 * stop);
+                next.tail.scale = Vec3::one();
+
                 next.main.position = Vec3::new(8.0, 8.5, 13.2);
                 next.main.orientation = Quaternion::rotation_x(0.0)
                     * Quaternion::rotation_y(3.14)
diff --git a/voxygen/src/anim/src/biped_large/dash.rs b/voxygen/src/anim/src/biped_large/dash.rs
index 98b7157c80..744830b35b 100644
--- a/voxygen/src/anim/src/biped_large/dash.rs
+++ b/voxygen/src/anim/src/biped_large/dash.rs
@@ -75,10 +75,10 @@ impl Animation for DashAnimation {
 
         next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
         next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
-        next.hand_l.scale = Vec3::one() * 1.04;
+        next.hand_l.scale = Vec3::one() * 1.02;
         next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
         next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
-        next.hand_r.scale = Vec3::one() * 1.05;
+        next.hand_r.scale = Vec3::one() * 1.02;
         next.main.position = Vec3::new(0.0, 0.0, 2.0);
         next.main.orientation = Quaternion::rotation_x(-0.1)
             * Quaternion::rotation_y(0.0)
@@ -103,13 +103,13 @@ impl Animation for DashAnimation {
                                 -skeleton_attr.foot.0,
                                 skeleton_attr.foot.1 + movement * -12.0,
                                 skeleton_attr.foot.2,
-                            );
+                            ) / 8.0;
                             next.foot_l.orientation = Quaternion::rotation_x(movement * -1.0);
                             next.foot_r.position = Vec3::new(
                                 skeleton_attr.foot.0,
                                 skeleton_attr.foot.1,
                                 skeleton_attr.foot.2,
-                            );
+                            ) / 8.0;
                         },
                         StageSection::Charge => {
                             next.head.position = Vec3::new(
@@ -143,7 +143,7 @@ impl Animation for DashAnimation {
                                 2.0 - skeleton_attr.foot.0,
                                 skeleton_attr.foot.1 + foothoril * -7.5,
                                 2.0 + skeleton_attr.foot.2 + ((footvertl * -4.0).max(-1.0)),
-                            );
+                            ) / 8.0;
                             next.foot_l.orientation =
                                 Quaternion::rotation_x(-0.6 + footrotl * -0.6)
                                     * Quaternion::rotation_z(-0.2);
@@ -152,7 +152,7 @@ impl Animation for DashAnimation {
                                 2.0 + skeleton_attr.foot.0,
                                 skeleton_attr.foot.1 + foothorir * -7.5,
                                 2.0 + skeleton_attr.foot.2 + ((footvertr * -4.0).max(-1.0)),
-                            );
+                            ) / 8.0;
                             next.foot_r.orientation =
                                 Quaternion::rotation_x(-0.6 + footrotr * -0.6)
                                     * Quaternion::rotation_z(-0.2);
@@ -180,6 +180,7 @@ impl Animation for DashAnimation {
                                 Quaternion::rotation_x(-1.5) * Quaternion::rotation_y(-1.0);
                             next.control.scale = Vec3::one();
                         },
+                        _ => {},
                     }
                 }
             },
@@ -203,10 +204,10 @@ impl Animation for DashAnimation {
 
                 next.hand_l.position = Vec3::new(-0.75, -1.0, -2.5);
                 next.hand_l.orientation = Quaternion::rotation_x(1.27);
-                next.hand_l.scale = Vec3::one() * 1.04;
+                next.hand_l.scale = Vec3::one() * 1.02;
                 next.hand_r.position = Vec3::new(0.75, -1.5, -5.5);
                 next.hand_r.orientation = Quaternion::rotation_x(1.27);
-                next.hand_r.scale = Vec3::one() * 1.05;
+                next.hand_r.scale = Vec3::one() * 1.02;
                 next.main.position = Vec3::new(0.0, 6.0, -1.0);
                 next.main.orientation = Quaternion::rotation_x(-0.3);
                 next.main.scale = Vec3::one();
diff --git a/voxygen/src/anim/src/biped_large/mod.rs b/voxygen/src/anim/src/biped_large/mod.rs
index b3f7772713..28339bb07f 100644
--- a/voxygen/src/anim/src/biped_large/mod.rs
+++ b/voxygen/src/anim/src/biped_large/mod.rs
@@ -8,11 +8,13 @@ pub mod shoot;
 pub mod charge;
 pub mod dash;
 pub mod spin;
+pub mod spinmelee;
 
 // Reexports
 pub use self::{
     alpha::AlphaAnimation, beta::BetaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
     wield::WieldAnimation, charge::ChargeAnimation, shoot::ShootAnimation, dash::DashAnimation, spin::SpinAnimation,
+    spinmelee::SpinMeleeAnimation,
 };
 
 use super::{make_bone, vek::*, FigureBoneData, Skeleton};
diff --git a/voxygen/src/anim/src/biped_large/run.rs b/voxygen/src/anim/src/biped_large/run.rs
index e1824e8f4a..15e4dbb574 100644
--- a/voxygen/src/anim/src/biped_large/run.rs
+++ b/voxygen/src/anim/src/biped_large/run.rs
@@ -213,6 +213,8 @@ impl Animation for RunAnimation {
             next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
             next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
             next.torso.scale = Vec3::one() / 8.0;
+
+            next.hold.scale = Vec3::one() * 0.0;
         } else {
             next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1) * 1.02;
             next.head.orientation = Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
@@ -335,6 +337,8 @@ impl Animation for RunAnimation {
             next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
             next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
             next.torso.scale = Vec3::one() / 8.0;
+
+            next.hold.scale = Vec3::one() * 0.0;
         }
         next
     }
diff --git a/voxygen/src/anim/src/biped_large/shoot.rs b/voxygen/src/anim/src/biped_large/shoot.rs
index c25edfb31d..98f5c6e29b 100644
--- a/voxygen/src/anim/src/biped_large/shoot.rs
+++ b/voxygen/src/anim/src/biped_large/shoot.rs
@@ -128,7 +128,7 @@ impl Animation for ShootAnimation {
                 skeleton_attr.jaw.1 + slow * 0.2,
             );
             next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
-            next.jaw.scale = Vec3::one() * 1.02;
+            next.jaw.scale = Vec3::one() * 0.98;
     
             next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
             next.tail.orientation =
@@ -293,22 +293,51 @@ impl Animation for ShootAnimation {
         match active_tool_kind {
             Some(ToolKind::Bow(_)) => {
                 next.hand_l.position =
-                    Vec3::new(1.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
+                    Vec3::new(-10.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
                 next.hand_l.orientation = Quaternion::rotation_x(1.20)
                     * Quaternion::rotation_y(-0.6 + exp * 0.8)
                     * Quaternion::rotation_z(-0.3 + exp * 0.9);
-                next.hand_l.scale = Vec3::one() * 1.05;
+                next.hand_l.scale = Vec3::one() * 1.02;
+
                 next.hand_r.position = Vec3::new(4.9, 3.0, -4.0);
                 next.hand_r.orientation = Quaternion::rotation_x(1.20)
                     * Quaternion::rotation_y(-0.6)
                     * Quaternion::rotation_z(-0.3);
-                next.hand_r.scale = Vec3::one() * 1.05;
-                next.main.position = Vec3::new(3.0, 2.0, -13.0);
+                next.hand_r.scale = Vec3::one() * 1.02;
+
+                next.shoulder_l.position = Vec3::new(
+                    -skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1 + foothoril * -1.0,
+                    skeleton_attr.shoulder.2,
+                );
+                next.shoulder_l.orientation = Quaternion::rotation_x(1.4 + footrotl * -0.06)
+                    * Quaternion::rotation_y(-0.9)
+                    * Quaternion::rotation_z(footrotl * -0.05);
+                next.shoulder_l.scale = Vec3::one();
+
+                next.shoulder_r.position = Vec3::new(
+                    skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1 + foothorir * -1.0,
+                    skeleton_attr.shoulder.2,
+                );
+                next.shoulder_r.orientation = Quaternion::rotation_x(1.8 + footrotr * -0.06)
+                    * Quaternion::rotation_y(-0.5) //1.9
+                    * Quaternion::rotation_z(footrotr * -0.05);
+                next.shoulder_r.scale = Vec3::one();
+
+                next.jaw.position = Vec3::new(
+                    0.0,
+                    skeleton_attr.jaw.0,
+                    skeleton_attr.jaw.1,
+                );
+                next.jaw.orientation = Quaternion::rotation_x(-0.2);
+
+                next.main.position = Vec3::new(7.0, 5.0, -13.0);
                 next.main.orientation = Quaternion::rotation_x(-0.3)
                     * Quaternion::rotation_y(0.3)
                     * Quaternion::rotation_z(-0.6);
 
-                next.control.position = Vec3::new(-9.0, 6.0, 8.0);
+                next.control.position = Vec3::new(6.0, 6.0, 8.0);
                 next.control.orientation = Quaternion::rotation_x(exp * 0.4)
                     * Quaternion::rotation_y(0.0)
                     * Quaternion::rotation_z(0.0);
@@ -318,12 +347,38 @@ impl Animation for ShootAnimation {
                 next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
                 next.hand_l.orientation =
                     Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
-                next.hand_l.scale = Vec3::one() * 1.05;
+                next.hand_l.scale = Vec3::one() * 1.02;
+
                 next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
                 next.hand_r.orientation =
                     Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
-                next.hand_r.scale = Vec3::one() * 1.05;
-                next.main.position = Vec3::new(8.0, 8.5, 13.2);
+                next.hand_r.scale = Vec3::one() * 1.02;
+
+                next.jaw.position = Vec3::new(
+                    0.0,
+                    skeleton_attr.jaw.0,
+                    skeleton_attr.jaw.1,
+                );
+
+                next.shoulder_l.position = Vec3::new(
+                    -skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1,
+                    skeleton_attr.shoulder.2,
+                );
+                next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(2.0);
+                next.shoulder_l.scale = Vec3::one();
+    
+                next.shoulder_r.position = Vec3::new(
+                    skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1,
+                    skeleton_attr.shoulder.2,
+                );
+                next.shoulder_r.orientation = Quaternion::rotation_z(0.4) * Quaternion::rotation_x(2.0);
+                next.shoulder_r.scale = Vec3::one();
+
+                next.jaw.orientation = Quaternion::rotation_x(-0.2);
+
+                next.main.position = Vec3::new(10.0, 12.5, 13.2);
                 next.main.orientation = Quaternion::rotation_x(0.0)
                     * Quaternion::rotation_y(3.14)
                     * Quaternion::rotation_z(0.0);
diff --git a/voxygen/src/anim/src/biped_large/spin.rs b/voxygen/src/anim/src/biped_large/spin.rs
index ff0b469dc8..4e07a848e3 100644
--- a/voxygen/src/anim/src/biped_large/spin.rs
+++ b/voxygen/src/anim/src/biped_large/spin.rs
@@ -60,11 +60,11 @@ impl Animation for SpinAnimation {
         if let Some(ToolKind::Sword(_)) = active_tool_kind {
             next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
             next.hand_l.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
-            next.hand_l.scale = Vec3::one() * 1.04;
+            next.hand_l.scale = Vec3::one() * 1.02;
             next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
             next.hand_r.orientation = Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
-            next.hand_r.scale = Vec3::one() * 1.05;
-            next.main.position = Vec3::new(0.0, 0.0, 2.0);
+            next.hand_r.scale = Vec3::one() * 1.02;
+            next.main.position = Vec3::new(0.0, 5.0, 2.0);
             next.main.orientation = Quaternion::rotation_x(-0.1)
                 * Quaternion::rotation_y(0.0)
                 * Quaternion::rotation_z(0.0);
diff --git a/voxygen/src/anim/src/biped_large/spinmelee.rs b/voxygen/src/anim/src/biped_large/spinmelee.rs
new file mode 100644
index 0000000000..94145f87ed
--- /dev/null
+++ b/voxygen/src/anim/src/biped_large/spinmelee.rs
@@ -0,0 +1,258 @@
+use super::{
+    super::{vek::*, Animation},
+    BipedLargeSkeleton, SkeletonAttr,
+};
+use common::{
+    comp::item::{Hands, ToolKind},
+    states::utils::StageSection,
+};
+use std::f32::consts::PI;
+
+pub struct SpinMeleeAnimation;
+
+impl Animation for SpinMeleeAnimation {
+    type Dependency = (
+        Option<ToolKind>,
+        Option<ToolKind>,
+        Vec3<f32>,
+        f64,
+        Option<StageSection>,
+    );
+    type Skeleton = BipedLargeSkeleton;
+
+    #[cfg(feature = "use-dyn-lib")]
+    const UPDATE_FN: &'static [u8] = b"biped_large_spinmelee\0";
+
+    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_spinmelee")]
+    #[allow(clippy::approx_constant)] // TODO: Pending review in #587
+    fn update_skeleton_inner(
+        skeleton: &Self::Skeleton,
+        (active_tool_kind, second_tool_kind, velocity, _global_time, stage_section): Self::Dependency,
+        anim_time: f64,
+        rate: &mut f32,
+        skeleton_attr: &SkeletonAttr,
+    ) -> Self::Skeleton {
+        *rate = 1.0;
+        let lab = 1.0;
+        let speed = Vec2::<f32>::from(velocity).magnitude();
+        let mut next = (*skeleton).clone();
+        //torso movement
+        let xshift = if velocity.z.abs() < 0.1 {
+            ((anim_time as f32 - 1.1) * lab as f32 * 3.0).sin()
+        } else {
+            0.0
+        };
+        let yshift = if velocity.z.abs() < 0.1 {
+            ((anim_time as f32 - 1.1) * lab as f32 * 3.0 + PI / 2.0).sin()
+        } else {
+            0.0
+        };
+
+        let spin = if anim_time < 1.1 && velocity.z.abs() < 0.1 {
+            0.5 * ((anim_time as f32).powf(2.0))
+        } else {
+            lab as f32 * anim_time as f32 * 0.9
+        };
+        let movement = anim_time as f32 * 1.0;
+
+        //feet
+        let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
+        let quick = (anim_time as f32 * lab as f32 * 8.0).sin();
+
+        match active_tool_kind {
+            Some(ToolKind::Sword(_)) => {
+                next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
+                next.hand_l.orientation =
+                    Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
+                next.hand_l.scale = Vec3::one() * 1.02;
+                next.hand_r.position = Vec3::new(0.75, -1.5, -0.5);
+                next.hand_r.orientation =
+                    Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
+                next.hand_r.scale = Vec3::one() * 1.02;
+                next.main.position = Vec3::new(0.0, 5.0, 2.0);
+                next.main.orientation = Quaternion::rotation_x(-0.1)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(0.0);
+                next.head.position =
+                    Vec3::new(0.0, skeleton_attr.head.0 + 0.0, skeleton_attr.head.1);
+
+                if let Some(stage_section) = stage_section {
+                    match stage_section {
+                        StageSection::Buildup => {
+                            next.control.position =
+                                Vec3::new(-7.0, 7.0 + movement * -8.0, 2.0 + movement * -6.0);
+                            next.control.orientation = Quaternion::rotation_x(movement * -0.5)
+                                * Quaternion::rotation_y(movement * 0.3)
+                                * Quaternion::rotation_z(movement * -1.5);
+                            next.upper_torso.position = Vec3::new(
+                                0.0,
+                                skeleton_attr.upper_torso.0 + movement * -1.0,
+                                skeleton_attr.upper_torso.1 + movement * -2.5,
+                            );
+                            next.upper_torso.orientation = Quaternion::rotation_x(movement * -1.1)
+                                * Quaternion::rotation_z(movement * -0.35);
+                            next.lower_torso.orientation = Quaternion::rotation_z(movement * 0.5);
+                            next.head.position = Vec3::new(
+                                0.0,
+                                skeleton_attr.head.0 - 2.0 + movement * -6.0,
+                                skeleton_attr.head.1 + movement * -4.0,
+                            );
+                            next.head.orientation = Quaternion::rotation_x(movement * 0.9)
+                                * Quaternion::rotation_y(0.0)
+                                * Quaternion::rotation_z(movement * 0.05);
+
+                            next.foot_l.position = Vec3::new(
+                                -skeleton_attr.foot.0,
+                                skeleton_attr.foot.1 + movement * 4.0,
+                                skeleton_attr.foot.2,
+                            ) / 8.0;
+                            next.foot_l.orientation = Quaternion::rotation_x(movement * 0.2);
+                            next.foot_r.position = Vec3::new(
+                                skeleton_attr.foot.0,
+                                skeleton_attr.foot.1 + movement * -12.0,
+                                skeleton_attr.foot.2 + movement * 1.0 + quick * 1.0,
+                            ) / 8.0;
+                            next.foot_r.orientation = Quaternion::rotation_x(movement * -1.0)
+                                * Quaternion::rotation_z(movement * -0.8);
+                        },
+                        StageSection::Swing => {
+                            next.head.position =
+                                Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
+
+                            next.control.position = Vec3::new(-7.0, 7.0, 2.0);
+                            next.control.orientation = Quaternion::rotation_x(-PI / 2.0)
+                                * Quaternion::rotation_z(-PI / 2.0);
+                            next.torso.orientation = Quaternion::rotation_z(movement * PI * 2.0);
+
+                            next.upper_torso.position =
+                                Vec3::new(0.0, skeleton_attr.upper_torso.0, skeleton_attr.upper_torso.1);
+                            next.upper_torso.orientation = Quaternion::rotation_y(0.3);
+                            next.head.position =
+                                Vec3::new(0.0, skeleton_attr.head.0 - 2.0, skeleton_attr.head.1);
+                            next.head.orientation = Quaternion::rotation_x(-0.15);
+                            next.lower_torso.orientation = Quaternion::rotation_x(0.2);
+                        },
+                        StageSection::Recover => {
+                            next.head.position =
+                                Vec3::new(0.0, skeleton_attr.head.0 - 2.0, skeleton_attr.head.1);
+                            next.control.position = Vec3::new(-7.0, 7.0, 2.0);
+                            next.control.orientation =
+                                Quaternion::rotation_x(-PI / 2.0 + movement * PI / 2.0)
+                                    * Quaternion::rotation_z(-PI / 2.0 + movement * PI / 2.0);
+                            next.head.orientation = Quaternion::rotation_x(-0.15 + movement * 0.15);
+                            next.upper_torso.orientation = Quaternion::rotation_y(0.3 + movement * -0.3)
+                        },
+                        _ => {},
+                    }
+                }
+            },
+            Some(ToolKind::Axe(_)) => {
+                next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
+                next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
+                    * Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_y(PI);
+                next.hand_l.scale = Vec3::one() * 1.08;
+                next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
+                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
+                    * Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_y(0.0);
+                next.hand_r.scale = Vec3::one() * 1.06;
+                next.main.position = Vec3::new(-0.0, -2.0, -1.0);
+                next.main.orientation = Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(0.0);
+
+                next.control.position = Vec3::new(0.0, 16.0, 3.0);
+                next.control.orientation = Quaternion::rotation_x(-1.4)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(1.4);
+                next.control.scale = Vec3::one();
+
+                next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
+                next.head.orientation = Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_x(-0.15)
+                    * Quaternion::rotation_y(0.08);
+                next.upper_torso.position = Vec3::new(
+                    0.0,
+                    skeleton_attr.upper_torso.0 - 3.0,
+                    skeleton_attr.upper_torso.1 - 2.0,
+                );
+                next.upper_torso.orientation = Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_x(-0.1)
+                    * Quaternion::rotation_y(0.3);
+                next.upper_torso.scale = Vec3::one();
+
+                next.lower_torso.position = Vec3::new(0.0, 3.0, -2.5);
+                next.lower_torso.orientation = Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_x(0.7)
+                    * Quaternion::rotation_y(0.0);
+                next.lower_torso.scale = Vec3::one();
+                next.torso.position = Vec3::new(
+                    -xshift * (anim_time as f32).min(0.6),
+                    -yshift * (anim_time as f32).min(0.6),
+                    0.0,
+                ) * 1.01;
+                next.torso.orientation = Quaternion::rotation_z(spin * -16.0)
+                    * Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(0.0);
+                next.torso.scale = Vec3::one() / 11.0 * 1.01;
+                if velocity.z.abs() > 0.1 {
+                    next.foot_l.position =
+                        Vec3::new(-skeleton_attr.foot.0, 8.0, skeleton_attr.foot.2 + 2.0);
+                    next.foot_l.orientation =
+                        Quaternion::rotation_x(1.0) * Quaternion::rotation_z(0.0);
+                    next.foot_l.scale = Vec3::one();
+
+                    next.foot_r.position =
+                        Vec3::new(skeleton_attr.foot.0, 8.0, skeleton_attr.foot.2 + 2.0);
+                    next.foot_r.orientation = Quaternion::rotation_x(1.0);
+                    next.foot_r.scale = Vec3::one();
+                } else if speed < 0.5 {
+                    next.foot_l.position = Vec3::new(
+                        -skeleton_attr.foot.0,
+                        2.0 + quick * -6.0,
+                        skeleton_attr.foot.2,
+                    );
+                    next.foot_l.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2)
+                        * Quaternion::rotation_z(0.0);
+                    next.foot_l.scale = Vec3::one();
+
+                    next.foot_r.position =
+                        Vec3::new(skeleton_attr.foot.0, 4.0, skeleton_attr.foot.2);
+                    next.foot_r.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2)
+                        * Quaternion::rotation_y(-0.4);
+                    next.foot_r.scale = Vec3::one();
+                } else {
+                    next.foot_l.position = Vec3::new(
+                        -skeleton_attr.foot.0,
+                        2.0 + quick * -6.0,
+                        skeleton_attr.foot.2,
+                    );
+                    next.foot_l.orientation = Quaternion::rotation_x(0.5 + slowersmooth * 0.2)
+                        * Quaternion::rotation_z(0.0);
+                    next.foot_l.scale = Vec3::one();
+
+                    next.foot_r.position = Vec3::new(
+                        skeleton_attr.foot.0,
+                        2.0 + quick * 6.0,
+                        skeleton_attr.foot.2,
+                    );
+                    next.foot_r.orientation = Quaternion::rotation_x(0.5 - slowersmooth * 0.2)
+                        * Quaternion::rotation_z(0.0);
+                    next.foot_r.scale = Vec3::one();
+                };
+            },
+            _ => {},
+        }
+
+        next.second.scale = match (
+            active_tool_kind.map(|tk| tk.hands()),
+            second_tool_kind.map(|tk| tk.hands()),
+        ) {
+            (Some(Hands::OneHand), Some(Hands::OneHand)) => Vec3::one(),
+            (_, _) => Vec3::zero(),
+        };
+
+        next
+    }
+}
diff --git a/voxygen/src/anim/src/biped_large/wield.rs b/voxygen/src/anim/src/biped_large/wield.rs
index fde65bf713..ba58b5ae41 100644
--- a/voxygen/src/anim/src/biped_large/wield.rs
+++ b/voxygen/src/anim/src/biped_large/wield.rs
@@ -23,6 +23,18 @@ impl Animation for WieldAnimation {
         skeleton_attr: &SkeletonAttr,
     ) -> Self::Skeleton {
         let mut next = (*skeleton).clone();
+        let head_look = Vec2::new(
+            ((global_time + anim_time) as f32 / 3.0)
+                .floor()
+                .mul(7331.0)
+                .sin()
+                * 0.2,
+            ((global_time + anim_time) as f32 / 3.0)
+                .floor()
+                .mul(1337.0)
+                .sin()
+                * 0.1,
+        );
 
         let lab = 0.55;
         let breathe = (anim_time as f32 + 1.5 * PI).sin();
@@ -152,7 +164,7 @@ impl Animation for WieldAnimation {
                 skeleton_attr.jaw.1 + slow * 0.2,
             );
             next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
-            next.jaw.scale = Vec3::one() * 1.02;
+            next.jaw.scale = Vec3::one() * 0.98;
     
             next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
             next.tail.orientation =
@@ -216,7 +228,7 @@ impl Animation for WieldAnimation {
                 skeleton_attr.jaw.1 + slow * 0.2,
             );
             next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
-            next.jaw.scale = Vec3::one() * 1.02;
+            next.jaw.scale = Vec3::one() * 0.98;
     
             next.tail.position = Vec3::new(0.0, skeleton_attr.tail.0, skeleton_attr.tail.1);
             next.tail.orientation =
@@ -280,15 +292,108 @@ impl Animation for WieldAnimation {
                 * Quaternion::rotation_y(test * 0.02)
                 * Quaternion::rotation_z(test * 0.02);
             next.control.scale = Vec3::one();
+
+            next.hold.scale = Vec3::one() * 0.0;
         }
         match active_tool_kind {
+            Some(ToolKind::Sword(_)) => {
+                next.hand_l.position = Vec3::new(-0.75, -1.0, 2.5);
+                next.hand_l.orientation =
+                    Quaternion::rotation_x(1.47) * Quaternion::rotation_y(-0.2);
+                next.hand_l.scale = Vec3::one() * 1.02;
+                next.hand_r.position = Vec3::new(3.75, -1.5, -0.5);
+                next.hand_r.orientation =
+                    Quaternion::rotation_x(1.47) * Quaternion::rotation_y(0.3);
+                next.hand_r.scale = Vec3::one() * 1.02;
+                next.main.position = Vec3::new(1.0, 6.0, 1.0);
+                next.main.orientation = Quaternion::rotation_x(-0.1);
+
+                next.control.position = Vec3::new(-7.0, 7.0, -10.0);
+                next.control.orientation = Quaternion::rotation_x(u_slow * 0.15)
+                    * Quaternion::rotation_z(u_slowalt * 0.08);
+                next.control.scale = Vec3::one();
+            },
+            Some(ToolKind::Dagger(_)) => {
+                // hands should be larger when holding a dagger grip,
+                // also reduce flicker with overlapping polygons
+                let hand_scale = 1.12;
+
+                next.control.position = Vec3::new(0.0, 0.0, 0.0);
+
+                next.hand_l.position = Vec3::new(0.0, 0.0, 0.0);
+                next.hand_l.orientation = Quaternion::rotation_x(0.0 * PI)
+                    * Quaternion::rotation_y(0.0 * PI)
+                    * Quaternion::rotation_z(0.0 * PI);
+                next.hand_l.scale = Vec3::one() * hand_scale;
+
+                next.main.position = Vec3::new(0.0, 0.0, 0.0);
+                next.main.orientation = Quaternion::rotation_x(0.0 * PI)
+                    * Quaternion::rotation_y(0.0 * PI)
+                    * Quaternion::rotation_z(0.0 * PI);
+
+                next.hand_r.position = Vec3::new(0.0, 0.0, 0.0);
+                next.hand_r.orientation = Quaternion::rotation_x(0.0 * PI)
+                    * Quaternion::rotation_y(0.0 * PI)
+                    * Quaternion::rotation_z(0.0 * PI);
+                next.hand_r.scale = Vec3::one() * hand_scale;
+
+                next.second.position = Vec3::new(0.0, 0.0, 0.0);
+                next.second.orientation = Quaternion::rotation_x(0.0 * PI)
+                    * Quaternion::rotation_y(0.0 * PI)
+                    * Quaternion::rotation_z(0.0 * PI);
+                next.second.scale = Vec3::one();
+            },
+            Some(ToolKind::Axe(_)) => {
+                if velocity < 0.5 {
+                    next.head.position = Vec3::new(
+                        0.0,
+                        -3.5 + skeleton_attr.head.0,
+                        skeleton_attr.head.1 + u_slow * 0.1,
+                    );
+                    next.head.orientation = Quaternion::rotation_z(head_look.x)
+                        * Quaternion::rotation_x(0.35 + head_look.y.abs());
+                    next.head.scale = Vec3::one() * 1.01;
+                    next.upper_torso.orientation = Quaternion::rotation_x(-0.35)
+                        * Quaternion::rotation_y(u_slowalt * 0.04)
+                        * Quaternion::rotation_z(0.15);
+                    next.lower_torso.position =
+                        Vec3::new(0.0, 1.0 + skeleton_attr.lower_torso.0, skeleton_attr.lower_torso.1);
+                    next.lower_torso.orientation =
+                        Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
+                    next.control.orientation = Quaternion::rotation_x(1.8)
+                        * Quaternion::rotation_y(-0.5)
+                        * Quaternion::rotation_z(PI - 0.2);
+                    next.control.scale = Vec3::one();
+                } else {
+                    next.control.orientation = Quaternion::rotation_x(2.1)
+                        * Quaternion::rotation_y(-0.4)
+                        * Quaternion::rotation_z(PI - 0.2);
+                    next.control.scale = Vec3::one();
+                }
+                next.hand_l.position = Vec3::new(-0.5, 0.0, 4.0);
+                next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
+                    * Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_y(0.0);
+                next.hand_l.scale = Vec3::one() * 1.08;
+                next.hand_r.position = Vec3::new(0.5, 0.0, -2.5);
+                next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
+                    * Quaternion::rotation_z(0.0)
+                    * Quaternion::rotation_y(0.0);
+                next.hand_r.scale = Vec3::one() * 1.06;
+                next.main.position = Vec3::new(-0.0, -2.0, -1.0);
+                next.main.orientation = Quaternion::rotation_x(0.0)
+                    * Quaternion::rotation_y(0.0)
+                    * Quaternion::rotation_z(0.0);
+
+                next.control.position = Vec3::new(-3.0, 11.0, 3.0);
+            },
             Some(ToolKind::Bow(_)) => {
-                next.hand_l.position = Vec3::new(2.0, 1.5, 0.0);
+                next.hand_l.position = Vec3::new(3.0, 2.5, 0.0);
                 next.hand_l.orientation = Quaternion::rotation_x(1.20)
                     * Quaternion::rotation_y(-0.6)
                     * Quaternion::rotation_z(-0.3);
                 next.hand_l.scale = Vec3::one() * 1.05;
-                next.hand_r.position = Vec3::new(5.9, 4.5, -5.0);
+                next.hand_r.position = Vec3::new(5.9, 5.5, -5.0);
                 next.hand_r.orientation = Quaternion::rotation_x(1.20)
                     * Quaternion::rotation_y(-0.6)
                     * Quaternion::rotation_z(-0.3);
@@ -298,13 +403,13 @@ impl Animation for WieldAnimation {
                     * Quaternion::rotation_y(0.3)
                     * Quaternion::rotation_z(-0.6);
 
-                next.hold.position = Vec3::new(1.2, -1.0, -5.2);
+                next.hold.position = Vec3::new(1.2, -1.0, -14.2);
                 next.hold.orientation = Quaternion::rotation_x(-1.7)
                     * Quaternion::rotation_y(0.0)
                     * Quaternion::rotation_z(-0.1);
                 next.hold.scale = Vec3::one() * 1.0;
 
-                next.control.position = Vec3::new(-7.0, 3.0, -6.0);
+                next.control.position = Vec3::new(-7.0, 3.0, -8.0);
                 next.control.orientation =
                     Quaternion::rotation_x(u_slow * 0.2) * Quaternion::rotation_z(u_slowalt * 0.1);
                 next.control.scale = Vec3::one();
@@ -339,66 +444,39 @@ impl Animation for WieldAnimation {
                 next.main.scale = Vec3::one() * 1.02;
             },
             Some(ToolKind::Staff(_)) => {
-                next.hand_l.position = Vec3::new(
-                    -skeleton_attr.hand.0 - 7.0,
-                    skeleton_attr.hand.1 - 7.0,
-                    skeleton_attr.hand.2 + 10.0,
-                );
-                next.hand_l.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-                next.hand_l.scale = Vec3::one() * 1.02;
-        
-                next.hand_r.position = Vec3::new(
-                    skeleton_attr.hand.0 - 7.0,
-                    skeleton_attr.hand.1 - 7.0,
-                    skeleton_attr.hand.2 + 10.0,
-                );
-                next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-                next.hand_r.scale = Vec3::one() * 1.02;
-                next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-                next.hand_r.scale = Vec3::one() * 1.02;
-                
-                next.control.position = Vec3::new(7.0, 9.0, -10.0);
-                next.control.orientation = Quaternion::rotation_x(test * 0.02)
-                    * Quaternion::rotation_y(test * 0.02)
-                    * Quaternion::rotation_z(test * 0.02);
-                next.control.scale = Vec3::one();
+                next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
+                next.hand_l.orientation =
+                    Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
+                next.hand_l.scale = Vec3::one() * 1.05;
+                next.hand_r.position = Vec3::new(17.0, 7.5, 2.0);
+                next.hand_r.orientation =
+                    Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.8);
+                next.hand_r.scale = Vec3::one() * 1.05;
 
-                next.main.position = Vec3::new(0.0, 0.0, 0.0);
-                next.main.orientation = Quaternion::rotation_x(0.0)
-                    * Quaternion::rotation_y(-1.57)
-                    * Quaternion::rotation_z(1.0);
-                next.main.scale = Vec3::one() * 1.02;
-            },
-            Some(ToolKind::Sword(_)) => {
-                next.hand_l.position = Vec3::new(
-                    -skeleton_attr.hand.0 - 7.0,
-                    skeleton_attr.hand.1 - 7.0,
-                    skeleton_attr.hand.2 + 10.0,
+                next.shoulder_l.position = Vec3::new(
+                    -skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1,
+                    skeleton_attr.shoulder.2,
                 );
-                next.hand_l.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-                next.hand_l.scale = Vec3::one() * 1.02;
-        
-                next.hand_r.position = Vec3::new(
-                    skeleton_attr.hand.0 - 7.0,
-                    skeleton_attr.hand.1 - 7.0,
-                    skeleton_attr.hand.2 + 10.0,
+                next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
+                next.shoulder_l.scale = Vec3::one();
+    
+                next.shoulder_r.position = Vec3::new(
+                    skeleton_attr.shoulder.0,
+                    skeleton_attr.shoulder.1,
+                    skeleton_attr.shoulder.2,
                 );
-                next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-                next.hand_r.scale = Vec3::one() * 1.02;
-                next.hand_r.orientation = Quaternion::rotation_x(0.57) * Quaternion::rotation_z(1.57);
-                next.hand_r.scale = Vec3::one() * 1.02;
-                
-                next.control.position = Vec3::new(7.0, 9.0, -10.0);
-                next.control.orientation = Quaternion::rotation_x(test * 0.02)
-                    * Quaternion::rotation_y(test * 0.02)
-                    * Quaternion::rotation_z(test * 0.02);
-                next.control.scale = Vec3::one();
+                next.shoulder_r.orientation = Quaternion::rotation_z(0.4) * Quaternion::rotation_x(1.0);
+                next.shoulder_r.scale = Vec3::one();
 
-                next.main.position = Vec3::new(0.0, 0.0, 0.0);
-                next.main.orientation = Quaternion::rotation_x(0.0)
-                    * Quaternion::rotation_y(-1.57)
-                    * Quaternion::rotation_z(1.0);
-                next.main.scale = Vec3::one() * 1.02;
+                next.main.position = Vec3::new(10.0, 12.5, 13.2);
+                next.main.orientation = Quaternion::rotation_y(3.14);
+
+                next.control.position = Vec3::new(-18.0, 1.0, -2.0);
+                next.control.orientation = Quaternion::rotation_x(-0.3 + u_slow * 0.1)
+                    * Quaternion::rotation_y(0.15)
+                    * Quaternion::rotation_z(u_slowalt * 0.08);
+                next.control.scale = Vec3::one();
             },
             _ => {},
         }
diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs
index 7c2cf86334..3cc76803ca 100644
--- a/voxygen/src/scene/figure/mod.rs
+++ b/voxygen/src/scene/figure/mod.rs
@@ -2338,6 +2338,7 @@ impl FigureMgr {
                                 StageSection::Recover => {
                                     stage_time / s.static_data.recover_duration.as_secs_f64()
                                 },
+                                _ => 0.0,
                             };
                             anim::biped_large::DashAnimation::update_skeleton(
                                 &target_base,
@@ -2417,6 +2418,42 @@ impl FigureMgr {
                                 ),
                             }
                         },
+                        CharacterState::SpinMelee(s) => {
+                            let stage_progress = match active_tool_kind {
+                                Some(ToolKind::Sword(_)) => {
+                                    let stage_time = s.timer.as_secs_f64();
+                                    match s.stage_section {
+                                        StageSection::Buildup => {
+                                            stage_time
+                                                / s.static_data.buildup_duration.as_secs_f64()
+                                        },
+                                        StageSection::Swing => {
+                                            stage_time / s.static_data.swing_duration.as_secs_f64()
+                                        },
+                                        StageSection::Recover => {
+                                            stage_time
+                                                / s.static_data.recover_duration.as_secs_f64()
+                                        },
+                                        _ => 0.0,
+                                    }
+                                },
+                                _ => state.state_time,
+                            };
+
+                            anim::biped_large::SpinMeleeAnimation::update_skeleton(
+                                &target_base,
+                                (
+                                    active_tool_kind,
+                                    second_tool_kind,
+                                    vel.0,
+                                    time,
+                                    Some(s.stage_section),
+                                ),
+                                stage_progress,
+                                &mut state_animation_rate,
+                                skeleton_attr,
+                            )
+                        },
                         // TODO!
                         _ => target_base,
                     };