I havn't tried bone anim in-game yet and dont know if I want to, its way beyond me
I''m thinking more of animation cycles that can be stopped and blended into other animation cycles like...
1. Enemy strikes in downward motion aiming for head
2. Player blocks with side swipe
result...
a. enemy motion ceases downward strike at poly collision/normal or intersect point then blends to reverse strike, side/up motion in reverse to produce a likely physical reaction from mass impact to deflection.
b. player stops sideswipe motion and plays 'bounce' from a small reversed lateral swipe strike.
The same would be true for bodily contact from weapon strikes.
Here the issue is constructing animations for optimised performance and probably utilising vertex 'area' calls to determine which animation to play.
Again the real problem here is 'user controls' in that special key sequences would have to be built to employ strike and block actions.
Body strikes would not need special keys for reactions, just the right animation called at the right time.