When you Enter PROGRAM/Models/initmodels.c and search for BeatriceB there a line called model.ani . woman_sit is saved in there by default . I had an Idea to change the walking and fighting animation with Blaze Devlin. What you see on a Picture is a Result of changing her walking animation To Blaze.
That is what happens when a character model uses the wrong animation.
Animations consist of two files. There's a .an file which is a binary and which tells the system how to move polygons around. And there's a .ani file which is plain text and defines actions as start and finish times within the .an file. Telling "BeatriceB" to use "Blaze" means she tries to use "blaze.an", which is for a completely different model, so the system moves the wrong polygons to the wrong places, and the result is what you see. Basically, "BeatriceB" can not use the animation for "Blaze".
The reason you only see the head of the axe is that "topor.tga.tx" contains an alpha mask. For most model types, where this is black, the texture is invisible in the game - this, for example, is how windows are transparent, and why pennants on ships are tapered with forked tails. But most weapons use the alpha mask differently. Where it is white, the weapon shows bright shiny metal; where the alpha mask is black, it shows the actual texture. So in "topor.tga.tx", the blade has a white mask to show shiny metal, and the handle has a black mask to show the wooden texture. TX Convertor does not know which textures are for weapons, which are for ships, which are for flags etc. So the blade, with its white alpha mask, shows up; the handle, with its black alpha mask, does not.
If you've used TX Convertor to convert "topor.tga.tx" into "topor.tga", you can open "topor.tga" with Photoshop, GIMP or some other picture-editing program that handles .tga files and alphs masks, then you can see this.