Well. My player characters have about 400~500frames of animation (possibly 1000 if we go bones) right now. I sampled most of the moves at every other frame (some of the attacks require single frame interpolation). So the characters contain a lot of animations. And I have the feeling that we really need to do more move blending animations so it's likely that it's gonna need to go to 600-700.
However, from what it sounds like, bone animation would probably be the best for the main characters.
As for enemies (non-boss opponents). Non-bones would be the best as they would all be deriving from the same information, instead of creating the same info over and over again for each enemy on the screen (rather than for just the same .mdl file in memory). However, going to have to limit the animations and blending animations together would probably not be the best idea's.
So... for now, what I'm going to do is implement vertex animations for the mobs; with a limited set of animations. And implement the PC's as bone animations with animation combinations for their moves.
Now, hoenstly, I've never implemented a game animation system, so what would be some things to keep in mind in terms of this? Any good resources before I start googling? ^_^;; Thanks!