A dude
You must give the model's 'FPE' file a script to activate the animation and make sure the model is set to 'dynamic' mode also in the FPE file.
Also, at the bottom of the models FPE file you must define the frames for your animation/animations.
See example FPE file below:
;Entity Spec
;Created by: Ross V Hunt aka Rosstradamus
;Header
desc = deskactive
;ai
aiinit = appear1.fpi
aimain = rosstradamus\drawuse.fpi .......YOUR SCRIPT HERE
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = deskactive.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 85
fixnewy = 0
defaultstatic = 0 .............'0'=DYNAMIC MODE
materialindex = 4
collisionmode = 1
strength = 0
isimmobile = 1
soundset = audiobank\rosstradamus\drawopen.wav
soundset1 = audiobank\rosstradamus\drawshut.wav
;visualinfo
textured = deskactive.dds
effect =
castshadow = 0
;Animationinfo ........DEFINE ANIMATIONS HERE
animmax = 1
anim0 = 0,19
This example model has just '1' looping animation.