Now when I pulled your creature into the Construction set window, I noticed a misaligned bounding box. But it seems like you didn't forget about adding one. It was just named wrongly:
Bounding Boxâ
. Small things like these break it of course. Have an eye on text errors of this kind.
After fixing this last thing, I playtested the creature and overall my feedback is this:
Technically the creature seems to have almost all it needs to have: Size is fitting, Bounding Box, Shadow mesh, walking, idle, attack, hit and death animations.
Most of the animations look good. But the attack animations should get a rework. Do you think it would be a good idea to involve the beak in its attacks?
Moreoever the creature should have more overall movement during its attacks. I usually move the root bone of the creature skeleton during its attack and make legs, head, arms follow the overall motion. This helps to make the creature look less like a puppet.
The creature is technically still missing a few animation groups to behave correctly under all circumstances:
Knockdown: Start, Stop
Played when the creature gets struck down by a heavly blow.
Knockout: Start, Loop Start, Loop Stop, Stop
Played when the creature gets knocked out by unarmed combat. The creature should lie on the ground between Loop Start and Loop Stop
DeathKnockDown: Start, Stop
Played if the creature is killed while lying down after it was knocked down by a heavy blow. The beginning pose of the animation should be the creature lying as in the Knockdown animation.
DeathKnockOut: Start, Stop
The same as DeathKnockDown but for Knockout.
I usually use the same animation for Knockout and Knockdown because it's less effort and nobody really cares about a visual difference between these two.
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Regarding the 3D-Model: I feel it would improve the creature, if you added some more shades and highlights and perhaps color variation to the fur and hands.
A quick example of what this could look like roughly:
It would also help the creature, if it had a little bit of alpha-fur here and there. Doesn't have to be much, but it would help to make the creature look lusher than currently.
Another member on discord had this feedback:
I kind of miss the ears and the horn-like brow above the eyes, perhaps that could be included in a more detailed texture.
I would also suggest making the beak larger or more prominent. For a creature of this size, slightly exaggerated attributes gives it a stronger identity.
I'm also sort of missing the fuzziness of the original concept, though that's difficult to do in MW style. Maybe a slight strip of alpha'd fur along the back or on the tail? The tail looks rather unfinished to me.
I hope this feedback is fine for you. Looking forward to your reply.
Edit: You can use the overlay mode of photoshop/gimp layers or brushes to achieve highlights on the fur.