More info on the next version (which will be a few days I think)
The tool is having another major overhaul so that buildings / terrain / leaders and everything else can fit in without it getting cluttered. Source Granny File page has had the anims removed from it and focuses purely on materials / meshes. Depending on the option from the main menu you will get different tabs relevant to that type of object. You can then create your anim definitions and generate an FXSXML in the next page:
* Templates for event codes and FXSXML files. Select 'Combat Land', 'Air', or 'Settler' or 'Workboat' templates etc to get the correct event code list for that type of unit.
* No more awkward event code manipulation. You assign anims to actions in the same way you assign materials to meshes, with a nice drop down list and proper names for the events.
* It will create different relevant tabs depending on what you're making, so everything will be in context.
* Now when you create a unit/wonder/leader etc you select the FBX and click open, and it will automatically make a stab at setting up your materials etc with a default grey texture. So to get a grey version of your unit or wonder you can in most cases just import and click export and it will generate a default based on your FBX model and using the filename as the in-game name. If you name your DDS containing the mesh name it's targeted at it will automatically be applied, and the type of texture can also be specified in the filename (so Captain_Body_diff.dds would be applied as the Diffuse texture in mine) This all means with properly organised input files you may not need to touch the granny file at all.
* Planned is Mod Buddy support, so you can generate a mod project straight from the tool. In the future I'll try and make this support injecting multiple units / wonders/ leaders etc into a single mod project, with it taking care of adding all the entries to the resource xml files for you.
Then there will be additional pages depending on the type of thing you're making, so in the above example it'll eventually have a 'Unit Definition' page with all the art / xml settings.