the animations are part of the model file, you have several frames like above and the computer will play all of the animations from start to finish, or you can tell it to play just frames 4 to 8 for example, you have to know what frames give what animation then you write your code so that when somebody presses the jump button your code plays the jump animation, and when they presss forwards it plays the walk animation over and over until you let go, often models are saved with just one animation attached, so for example in a darkmatter model folder you have files like
walk.x
jump.x
idle.x
static.x
attack.x
so if I wanted to just have a model that walked and jumped, and the jump animation eneded at frame 10 foexample, I would do
load object walk.x,1
append object jump.x,1,11
would load the walking object and then add the jump object to frame 11 onwards, so playing the animation from 1 to 10 would do the walking loop, and playing 11 to the end would do the jump sequence, the point is that your code tells the computer when to swap from one sequence to another, you would have something like this (psuedocode)
do
if jumpkey then play animation from 11 to end
if forwardskey then play animation 1 to 10
sync
loop
so when an object plays a specific part of its animation is down to the code, not the object it`self, this allows you to be very flexible, at the moment, if you are using pro, then .x file format is the best to use, hope thats some help.
Mentor.
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