Well, you could obviously alter the hunger's model and animation files and change its 'knocked out' animations, but if that is beyond what you consider being worth the effort, then you can use scripting instead:
Begin hunger_skipanimfloat timerif ( GetHealth < 1 ) Returnendifif ( GetFatigue > 0 ) set timer to 0 Returnendifif ( timer < 0.8 ) set timer to ( timer + GetSecondsPassed ) ReturnendifSkipAnimEnd
If you attach this script to the hunger creature, it will make them skip all animation entirely 0.8 second after they had been knocked out, all the way up until they regain fatigue or die. Now I didn't test this, so the 0.8 second delay might not look correct in-game. You can try it yourself and tweak that value in the script to your liking.