Just to note about the previous posts: there are 108 named types
or families of animations.

Here's the survey results. Not complete because some more
questions were raised by the survey but this will do for now.
First here's list of the directories surveyed in roughly the order encountered
in descr_skeleton.txt. Note that we ignore /weapon subdirectories etc.,
we just do the main directories with human or mount animations.
Our requirement was not to do what was in Caliban's directory, but only
do what is actually used in descr_skeleton. There's a lot of new_...
directories NOT used; maybe we'll see these in the future?

Code:
----------------------------------------------------------------
     Summary of Summary: Directories in descr_skeleton.txt                          
----------------------------------------------------------------

root directory of /animations for: 
   navy 
   witch 
   legion_pole 
   standard_legion_pole 
   general_legion_pole

test_weapon         
                    
Stratmap_General    
Stratmap_Spy        
Stratmap_Assassin   
Stratmap_Diplomat   
Stratmap_Merchant   
Stratmap_Preist  
Stratmap_Princess   

MTW2_Crew
MTW2_Knifeman 
MTW2_Mace     
MTW2_Swordsman
New_Swordman/Weapon           (2 anims)                           
MTW2_2HSwordsman 
MTW2_2H_Axe      
MTW2_Spear       
MTW2_Javelin                                                          
MTW2_Pike        
MTW2_Halberd     
MTW2_Musket      
MTW2_Handgun                                                          
MTW2_Bowman      
MTW2_Crossbow    

siege_crew
new_crew

HR_lance                                    
HR_Sword                                    
HR_Sword                                    
HR_Spear                                    
HR_Spear                                    
HR_Bow                                      
HR_Crossbow                                 
HR_Pistol                                   
HR_Arquebus                                 

CR_Spear                                     
CR_Sword                                     
CR_Bow                                       
CR_Arquebus                                  

elephant_cavalry/Elephant_Crew  
elephant_cavalry/elephant_rider 

fs_horse            
med_elephant        
camel               
                    
banners

The test_weapon survey:

Code:
test_weapon:        34 Processed .cas files.

All missing footers.  No quats or anim data, only pose data.
Signature bytes:   154 154 154  63  63  63  Version: 3.20  (16 of these)
                     0   0   0  63  63  63           3.21  ( 8 of these)
                     0   0   0   0   0   0           3.21  ( 8 of these)
                    89  89  89  74  74  74           3.20  ( 2 of these)

Only 12 of them used in descr_skeleton.txt.

Ignoring navy and the witch, the stratmap animations follow this:

Code:
Stratmap_Assassin:  23 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
Stratmap_Diplomat:  22 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
Stratmap_General:   41 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
Stratmap_Merchant:  23 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
Stratmap_Preist:    41 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
Stratmap_Princess:  23 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
Stratmap_Spy:       25 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102
The MTW2 infantry units go like this:

Code:
MTW2_2HSwordsman:  185 Processed .cas files.

2 Variant files:  No footers.
MTW2_2HSwordsman_die_flailing_cycle.cas              154 154 154    63  63  63  These variant files are in
MTW2_2HSwordsman_die_flailing_cycle_end.cas            0   0   0     0   0   0  descr_skeleton.txt        


MTW2_2H_Axe:       215 Processed .cas files.

2 Anomalous files:  No footers.
MTW2_2H_Axe_attack_centre_Hi_Stab_Fail.cas             0   0   0   102 102 102  These anomolous files are
MTW2_2H_Axe_attack_centre_Hi_Stab_Success.cas          0   0   0   102 102 102  NOT in descr_skeleton.txt 

2 Variant files:  No footers.
MTW2_die_flailing_cycle.cas                          154 154 154    63  63  63  These variant files are in
MTW2_die_flailing_cycle_to_land.cas                    0   0   0     0   0   0  descr_skeleton.txt


MTW2_Bowman:       125 Processed .cas files.

2 Variant files:  No footers.
MTW2_Bowman_die_flailing_cycle.cas                   154 154 154    63  63  63  These variant files are in
MTW2_Bowman_die_flailing_cycle_end.cas                 0   0   0     0   0   0  descr_skeleton.txt        


MTW2_Crossbow:     127 Processed .cas files.

2 Variant files:  No footers.
MTW2_Crossbow_die_flailing_cycle.cas                 154 154 154    63  63  63  These variant files are in
MTW2_Crossbow_die_flailing_cycle_end.cas               0   0   0     0   0   0  descr_skeleton.txt        


MTW2_Halberd:      205 Processed .cas files.

2 Variant files:  No footers.
MTW2_Halberd_die_flailing_cycle.cas                  154 154 154    63  63  63  These variant files are in
MTW2_Halberd_die_flailing_cycle_end.cas                0   0   0     0   0   0  descr_skeleton.txt        


MTW2_Handgun:       30 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 

MTW2_Javelin:        6 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 


MTW2_Knifeman:     188 Processed .cas files.

13 Variant files:  No footers.
MTW2_Knifeman_die_flailing_cycle.cas                 154 154 154    63  63  63 
MTW2_Knifeman_die_flailing_cycle_end.cas               0   0   0     0   0   0 


MTW2_Knifeman_swim.cas                               154 154 154   102 102 102   Passes our 102 test!!!!!!!

MTW2_Knifeman_swim_attack1.cas                       154 154 154    63  63  63 
MTW2_Knifeman_swim_attack2.cas                       154 154 154    63  63  63 
MTW2_Knifeman_swim_idle.cas                          154 154 154    63  63  63 

MTW2_Knifeman_swim_idle_to_swim.cas                  154 154 154   102 102 102   Passes our 102 test!!!!!!!

MTW2_Knifeman_swim_shuffle_backward.cas              154 154 154    63  63  63 
MTW2_Knifeman_swim_shuffle_forward.cas               154 154 154    63  63  63 
MTW2_Knifeman_swim_shuffle_left.cas                  154 154 154    63  63  63 
MTW2_Knifeman_swim_shuffle_right.cas                 154 154 154    63  63  63 

MTW2_Knifeman_swim_to_Stand_A.cas                    154 154 154   102 102 102   Passes our 102 test!!!!!!! 

MTW2_Knifeman_swim_to_Swim_Idle.cas                  154 154 154   102 102 102   Passes our 102 test!!!!!!! 


MTW2_Mace:         185 Processed .cas files.

2 Variant files:  No footers.
MTW2_Mace_die_flailing_cycle.cas                     154 154 154    63  63  63 
MTW2_Mace_die_flailing_cycle_end.cas                   0   0   0     0   0   0 


MTW2_Musket:       132 Processed .cas files.

1 Anomalous files:  No footers.
MTW2_Musket_attack_missile_reload_extended.cas         0   0   0   102 102 102  TRUE ANOMALY. This file NOT in descr_skeleton.txt.

2 Variant files:  No footers.
MTW2_Musket_die_flailing_cycle.cas                   154 154 154    63  63  63   These variant files are in 
MTW2_Musket_die_flailing_cycle_end.cas                 0   0   0     0   0   0   descr_skeleton.txt         


MTW2_Pike:         182 Processed .cas files.

2 Variant files:  No footers.
MTW2_Pike_die_flailing_cycle.cas                     154 154 154    63  63  63   These variant files are in 
MTW2_Pike_die_flailing_cycle_end.cas                   0   0   0     0   0   0   descr_skeleton.txt         


MTW2_Spear:        153 Processed .cas files.

2 Variant files:  No footers.
MTW2_Spear_die_flailing_cycle.cas                    154 154 154    63  63  63   These variant files are in
MTW2_Spear_flailing_cycle_to_land.cas                  0   0   0     0   0   0   descr_skeleton.txt        


MTW2_Swordsman:     16 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 


MTW2_Crew:          19 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 



We omit new_Swordman since it is used in only 4 places in descr_skeleton.txt and
only for its \weapon subdirectory for use with weapons.
The flailing ones are all variants that are in the game but can be
recognized by their signature bytes. The anomalous ones like
in MTW2_2H_Axe and MTW2_Musket aren't in game. A lot of the
MTW2_Knifeman ones had a second signature byte group of 102 102 102
so they would pass my test for that but they have a first signature
byte group of 154 154 154 so could be recognized by this.


The crew ones are very problematic as noted:

Code:
Siege_crew:        108 Processed .cas files.   

Very problematic.  Every file is a variant or anomalous.  The anomalies ARE in descr_skeleton.txt.
(1) 154 154 154  102 102 102 variants with no footers.
(2)   0   0   0  102 102 102 anomalies with no footers.
(3) 154 154 154  102 102 102 variants WITH footers but the footers are bad because missing 12 bytes
                             or the last three ints 12 12 0.


Looking at some of them, they have quat data as indicated by the first int after the bone name
but DON'T have anim data looking at the second int.  The ones without footers end with pose
data.


new_crew:           23 Processed .cas files.   

Very problematic as well.  Many are variants of type 154 154 154  102 102 102  with no footers
but some are variants of type 154 154 154  102 102 102 with perfectly formed footers.
Also one 154 154 154   63  63  63  variant with no footer. 

(Only three .cas files from this directory are used in descr_skeleton.txt:
  Crew_Stand_to_Wide_Push.CAS      
  Crew_Wide_Push.CAS               
  Crew_Wide_Push_to_Crew_Stand.CAS 
and only for the ribault and monster_ribault.)


Horse rider animations:

Code:
HR_Arquebus:         5 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 


HR_bow:              9 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
Node name for these is CaozSceneCustomAttribNode 1.  First footer int is 106 not 104.


HR_crossbow:         9 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 


HR_lance:           26 Processed .cas files.   

HR_lance_basepose.CAS                                  0   0   0   117 117 117  Bad footer, missing 12 bytes.
                                                                                Version 3.20, but IS in
                                                                                descr_skeleton.txt as default anim
                                                                                command pair.

HR_lance_fs_horse_taunt.cas                            0   0   0   102 102 102  Bad footer, missing 12 bytes.
                                                                                NOT in descr_skeleton.txt

NOTE: The node name for these is CaozSceneCustomAttribNode 1.  (That's SPACE 1 for the end of the name.)


HR_Pistol:           4 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
Node name for these is CaozSceneCustomAttribNode 1.  First footer int is 106 not 104.


HR_Spear:           30 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102 
Node name for these is CaozSceneCustomAttribNode 1.  First footer int is 106 not 104.


HR_Sword:           67 Processed .cas files.   

18 anomalous files with 12 bytes missing from the footer.  All have regular 0  0  0  102 102 102 signatures.

HR_Sword_Defend_LOW_slashLR.cas                               None of these files are in descr_skeleton.txt
HR_Sword_Defend_LOW_slash_RL.cas
HR_Sword_Defend_OVERHEAD_slashLR.cas
HR_Sword_Defend_OVERHEAD_slash_RL.cas
HR_Sword_Defend_slashLR.cas
HR_Sword_Defend_slash_RL.cas
HR_Sword_Left_low_SlashRL_fail.cas
HR_Sword_Left_low_SlashRL_success.cas
HR_Sword_Left_MID_SlashRL_fail.cas
HR_Sword_Left_MID_SlashRL_success.cas
HR_Sword_Left_OVERHEAD_SlashRL_fail.cas
HR_Sword_Left_OVERHEAD_SlashRL_success.cas
HR_Sword_Right_MID_C_slashLR_fail.cas
HR_Sword_Right_MID_C_slashLR_success.cas
HR_Sword_Right_OVERHEAD_C_slashLR_fail.cas
HR_Sword_Right_OVERHEAD_C_slashLR_success.cas
HR_Sword_right_slashLR_low_fail.cas
HR_Sword_right_slashLR_low_success.cas


HR_Swordman:        25 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102

Camel rider animations:

Code:
CR_Arquebus:        26 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102    
NOTE: The die_galloping and die_standing files have these two node names and first footer int value:
135 1   1   CaozSceneCustomAttribNode01, CaozSceneCustomAttribNode02

Others are regular node name.


CR_Bow:             26 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102    
NOTE: Here only the die_standing has the following node names and first footer int value:
135 1   1   CaozSceneCustomAttribNode01, CaozSceneCustomAttribNode02

Others are regular node name.


CR_Spear:           26 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102    
CR_Sword:           26 Processed .cas files.   All regular version: 3.21 Signature: 0  0  0  102 102 102

Elephant riders:

Code:
elephant_cavalry/Elephant_Crew   8 Processed .cas files.

All anomalous with no footers but regular signature bytes 0 0 0  102 102 102


elephant_cavalry/elephant_rider 12 Processed .cas files.

All have 5 nodes,  instead of 104 to start the footer these start with 222.
Footer indicates that what I've been calling ints are really floats for the footers.
Regular signature bytes 0 0 0  102 102 102 

Here's an example with a footer:

Cas file: HR_elephant_rider_stand_a_to_walk.cas
+3.210 38  9   0   +1.200 1   0      0   0   0      1   0      102 102 102
15316 0  
21        bones in hierarchy tree
25        time ticks
222 1   1   CaozSceneCustomAttribNode 2, CaozSceneCustomAttribNode 3, CaozSceneCustomAttribNode 4, CaozSceneCustomAttribNode 5, CaozSceneCustomAttribNode 1
1   0   1   0   3989597952 2147483814 3149737919 178 +0.00 0   0   0   0   0   -1  0   0  
1   16  2   0   0   16  3   0   0   16  8   0   0   16  10  0   0   12  5   0      12  12  0   

Those big ints seem to be the floats:
-1.650059e-15     -1.0000000     -2.1855696e-08   7.5497901e-08

Other examples have floats in other places.  This might force me to redo the footers and make
these fields floats.  Here's regular footer of that same line:

1   0   1   0   0   0   0   0   +1.00 0   0   0   0   0   -1  0   0  
                _   _   _   _         _   _   _   _   _

The underlined zeroes could all be float zeroes.


This directory is worth coming back to for further study of the footers.

Last stuff, mounts and banners:

Code:
fs_horse:           38 Processed .cas files.

footers again indicate what I've called ints could well be floats.  
Can't tell actually, footer is much longer than a normal one.  Another variant.
Signature is regular  0  0  0   102 102 102.
The int starting the footer is 170 and not 104.

Must revisit this one.  The extra floats seem to be preceded by int counts
so maybe this is an example of a more general format that we only see in this
case?



med_elephant:       29 Processed .cas files.  All regular but the signature is:   104 104 104   104 104 104


camel:              29 Processed .cas files.  Signature is :  0  0  0   10  10  10

Seem to have normal footers.  (My trap on second signature byte means it didn't print out.)



banners: footer looks odd but this is an odd file anyway. Only one file of the two used in
         descr_skeleton.txt
That's the survey. Definitely need to revisit this to be sure how to process
these generally. The problem that's nagging me is animmerge and animextract.
If I animmerge a variant into a .ms3d file, how much info do I have to put
into a .ms3d comment so I can reconstruct it in animextract? We've seen
missing footers with odd signature bytes. That makes sense. We've seen
missing footers with regular signature bytes. Uh oh. We've seen footers
that are missing 12 bytes (three ints 12 12 0). Long footers with lots of
extra floats for fs_horse. etc. etc.