Take a look at my mod
here where I used the art files from one of Danrell's download pages here on the forum. In order for me to make use of those unit animation art files I had to create a unit and then tell the game to use the unit art animation files for my unit.
In the folder
ART/UnitModels/ you will find files with names
Longswordsman_Templar.blend ,
Longswordsman_Templar.dds ,
Longswordsman_Templar.fxsxml ,
Longswordsman_Templar.gr2 , Longswordsman_Templar.jpg , and
Longswordsman_Templar_gloss.dds. The jpg file so far as I remember isn't used for anything. But the rest of those files are used to create a unit animation.
But that just gets you the art creation (as it were) for the unit animation. It doesn't make anything happen in the game yet.
To get the animations to work in the game you have to define a unit animation ART_DEF_UNIT_SOMETHING, and you have to tell the game to use that ART_DEF_UNIT_SOMETHING for a unit's animations.
There are two files in my mod that are creating the ART_DEF_UNIT_SOMETHING. In my case I called my Unit Art Definition ART_DEF_UNIT_KNIGHT_TEMPLAR. The two files are
SQL/CrusaderArtDefines.SQL and
XML_ArtDefines/Crusader_art.xml. I could have done all my Unit Art Definition in one SQL file or one XML file. I just found it easier to use a combination of XML file and SQL file.
In the definition of the new
Unit (found in file
XML_Units/Crusader.xml) I have a reference to use my ART_DEF_UNIT_KNIGHT_TEMPLAR for my unit. The code that does that in the file
XML_Units/Crusader.xml is this
Code:
<UnitArtInfo>ART_DEF_UNIT_KNIGHT_TEMPLAR</UnitArtInfo>