I'm not quite sure if this is what you want, but it should properly animate your model without Enhanced Animations.
Basically this is the way I do animations, so there may be better ways.
First of all I have a variable (of a global scope if you want to) that holds the current animation frame you want your model to have plus a variable for the desired start and stop frames:
float PlayerFrame,
PlayerFrameStart,
PlayerFrameStop;
You should also declare a variable that stores how fast your animation will play (in an advanced program this value should depend on the elapsed time between each loop!):
float PlayerFrameStep = 0.001f;
Then in the main loop I set the object to be at that frame:
dbSetObjectFrame( PlayerObject, PlayerFrame );
Now you just have to increase (or decrease for reverse animations) in the main loop and handle the animation loop:
PlayerFrame += PlayerFrameStep;
if ( PlayerFrame < PlayerFrameStart )
PlayerFrame = PlayerFrameStart;
if ( PlayerFrame >= PlayerFrameStop )
PlayerFrame = PlayerFrameStart;
Remember that this is just a quick concept that I wrote from how I recall it right now, but that's about the way I do it mostly. I think you get the idea of it. Good luck.
EDIT:
@JTK: I was typing while you already responded. Of course you're right with what you wrote. There are many ways to handle animations.
Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.