Quote: "Try using the PLAY ANIMATION command"
The PLAY ANIMATION command is for playing a movie file that you have previously loaded. The command you want is
PLAY OBJECT objNum, startFrame,endFrame
You can find the startFrame and endFrame variables from this list:
0 = Spawn ...................................... 190, 209
1 = Idle ....................................... 210, 234
2 = Move Slow .................................. 235, 259
3 = Strafe Left ................................ 260, 279
4 = Strafe Right ............................... 280, 299
5 = Move Fast .................................. 300, 318
6 = Reload Weapon (or Toss) .................... 319, 355
10 = Climb ..................................... 160, 189
11 = Impact Front .............................. 0, 19
12 = Bounce Front .............................. 20, 39
13 = Get Up Front .............................. 593, 522
14 = Impact Back ............................... 40, 59
15 = Bounce Back ............................... 60, 79
16 = Get Up Back ............................... 523, 552
17 = Impact Left ............................... 120, 139
18 = Bounce Left ............................... 140, 159
20 = Impact Right .............................. 80, 99
21 = Bounce Right .............................. 100, 119
31 = Crouched Idle ............................. 356, 380
32 = Crouched Move Slow (same) ................. 381, 405
33 = Crouched Strafe Left (same) ............... 381, 405
34 = Crouched Strafe Right (same) .............. 381, 405
35 = Crouched Move Fast (same) ................. 381, 405
36 = Crouched Reload Weapon (or toss) .......... 406, 442
40 = Freeform Idle ............................. 433, 462
41 = Freeform Move ............................. 463, 492
50 = Weapon Spawn .............................. 533, 572
51 = Weapon Idle ............................... 573, 597
52 = Weapon Move Slow .......................... 598, 622
53 = Weapon Strafe Left ........................ 623, 642
54 = Weapon Strafe Right ....................... 643, 662
55 = Weapon Move Fast .......................... 663, 681
56 = Weapon Reload Weapon (or Toss) ............ 682, 731
57 = Weapon NEW Climb .......................... 160, 189
61 = Weapon Impact Front ....................... 0, 19
62 = Weapon Bounce Front ....................... 20, 39
63 = Weapon Get Up Front ....................... 822, 911
64 = Weapon Impact Back ........................ 40, 59
65 = Weapon Bounce Back ........................ 60, 79
66 = Weapon Get Up Back ........................ 912, 941
67 = Weapon Impact Left ........................ 120, 139
68 = Weapon Bounce Left ........................ 140, 159
70 = Weapon Impact Right ....................... 80, 99
71 = Weapon Bounce Right ....................... 100, 119
81 = Weapon Crouched Idle ...................... 732, 756
82 = Weapon Crouched Move Slow (same) .......... 757, 781
83 = Weapon Crouched Strafe Left (same) ........ 757, 781
84 = Weapon Crouched Strafe Right (same) ....... 757, 781
85 = Weapon Crouched Move Fast (same) .......... 757, 781
86 = Weapon Crouched Reload Weapon (or toss) ... 782, 831
90 = Weapon Freeform Idle ...................... 832, 851
91 = Weapon Freeform Move ...................... 852, 881
... of course this is for DBP and you are asking about DBc. I don't know if it uses the same model format as DBP.
As for loading the .X files into a modelling program ... FPSC models are saved as .x binary. First you will need to change them to .x ASCII. Part of the microsoft DirectX SDK has a converter that will import the .x binary file and save it as a .x ASCII file. From there you can import it into
3D Object Converter and save it as pretty much any file you care to mention and then you should be able to import it into the modeling program of your choice.
There is also
AccuTrans, a very affordable object converter.