Animation Name Structure

Common animation filename structureRACE_GENDER_...
Idle and run animationsRACE_GENDER_Equipment_...
Combat animationsRACE_GENDER_Co_Equipment_...
First person animationsRACE_GENDER_First_...
First person combat animationsRACE_GENDER_Co_Equipment_..._1stperson
Mounted animationsRACE_GENDER_..._monture
Healing magic animationsRACE_GENDER_Cur_...
Offensive magic animationsRACE_GENDER_Off_...
Defensive affliction magic animationsRACE_GENDER_Deb_...
Offensive affliction magic animationsRACE_GENDER_Inc_...

Equipment categories

A1m, ASword equipped in right hand, left hand empty (1 main épée; one handed sword)
A1mD, AdSword equipped in right hand, dagger equipped in left hand (1 main épée + dague; dual wield sword+dagger)
A2mLong sword equipped in right hand, uses two hand slots (2 mains épée; two handed sword)
ABSword equipped in right hand, shield equipped in left hand (bouclier)
DDagger equipped in right hand, left hand empty (dague)
FuTwo handed range weapon equipped
FusTwo handed bowrifle equipped
GrGrenades equipped or throwing grenades without equipment in hands, may possibly include shield (not in game)
L2mTwo handed pike equipped (lance 2 mains)
MnNo equipments (mains; hand combat)
P, PaPistol or bowpistol equipped

Idle Animations

IdleGlobally generic idle pose. May be specific per race and/or gender if you supply all the necessary transition animations or if you have entirely seperate animation sets per race and gender.
Idle1Equipment specific idle pose. Requires a transitional animation from the generic idle pose.
Idle_To_Idle1Transition from generic idle pose to equipment specific idle pose. Played backwards when used in the other direction

Emotes

Emotes accessible trough player command.

Emot, EmoteEmote without any equipment.
Emot_AEmote adjusted for any type of large equipment in the right hand.

All emotes start from the generic Idle animation pose.

Emot_A may or may not be actually implemented in game.

There is no forseen seperate animation for left handed equipment.

Equipment may become temporarily invisible during emotes if necessary.

States

InitTransition from Idle to state loop
LoopState loop
EndTransition from state loop to Idle
AssiSitting down
BijoutierCrafting jewels
CoutureCrafting armor

Non-implemented states

Train, TrainingAnimations for training skills
BienveillantMagic animation, includes mounted
DressagePet taming
BanniereFlag placement, hold in hands
DrapeauFlag placement, leave standing
EscalierMovement animations up and down stairs
CuisineCooking animations, female, includes some kitchenware

Non-implemented emotes

DandinerMacho showoff, includes hair waving and everything

Non-implemented facial animations

EmoEmoticon animation targets

Non-implemented pseudo-jumping related animations

JumpToWaterJumping off a cliff, transition Idle to Fall_In_Water
Fall_In_WaterFalling downwards, loop
PloufInWaterPlouf in water, transition Fall_In_Water to Swim_Idle