Thanks for replying, Jarno. Yeah, I know about Infinity Animations, but I did not think that anyone could use the resources from that mod nor did I want to have to rely on another being installed for components in mine to work. What I meant from my first post is that I know that mod names the animation slots. I was hoping to be able to create the animation, just so I learn how, then use the same animation slot name so it does not interfere or double up with Infinity Animation. Or am I misunderstanding how it works?
Well, the IA mod has two things going for it, it can be set so it does the above without the major parts of the mod(the gigabites of other mods, as they are used in the megamods)... as it's compiled from singly installable parts if one wants to set it so... and the animations are not restricted to the original BGMain.exe's limits, as the Infinity Animation has all the code needed to add as many animations as the installer want to.
There is for example the
W_PackMule that does exactly what you want to it's own
exported animation from the World of Warcraft game, along with it's other content... but why it's a Infinity Animation mod ? ...is that many players like to install as many mods as possible, which creates horrors if there's no single source to unite the work done, and it also gives everyone civil enough to be on a forum member the tools to do what they can for the moding community, or use other peoples resources. As you can read from a few of the threads on the ShSforums link above, one needs only to apply for a animation slot for the animation to be included... and there's somewhat tutorial on how to actually make the whole process the animation to be valid on the of BG2 engine, and there's people to ask questions, never be afraid of that.