Danielle and variants are already in CoAS GoF. (And have some interesting new textures.
Armoured Danielles)
As I only have the downloaded GoF mod, not the basic CoAS, I probably don't have the original animation. I did find one called "skeleton.ani" which is likely intended for a different model but works with the one I'm trying to use anyway - at least, it works in "Animation View". But it doesn't support all actions, in particular fighting ones, and probably for the same reason that the PoTC animation file for Danielle doesn't fight in CoAS/AoP. The reason is that, if you look in the .ani file, it defines actions, e.g. in "blaze.ani":
Code:
[attack_1]
type = normal
start_time = 2
end_time = 18
speed = 1.5
loop = false
data = "Blend time", "0.2" ; sec
event = "Attack_slash", 10, normal ;slash
event = "Sound_slash", 2, normal
Elsewhere, in PoTC, reference will be made to "attack_1". All PoTC animations must therefore have "attack_1".
The AoP version of "blaze.ani" doesn't have "attack_1". Instead it has:
Code:
[attack_fast_1]
type = normal
start_time = 2
end_time = 18
speed = 1.5
loop = false
data = "Blend time", "0.2" ; sec
data = "Dist", "2.5" ; m
data = "Ang", "10" ; grd
event = "Attack", 10, normal ;slash
event = "SndAlliace_attack_thrust1", 2, normal
event = "Resact", 10, normal
So AoP is looking for "attack_fast_1" instead. There are other "attack" types, presumably to do with AoP's expanded combat system. Therefore, if you use an unmodified PoTC animation file in AoP, or vice versa, some animations won't be defined.
What I'm doing, therefore, is to start with PoTC's "blaze.ani" as that works and has all the animations expected by PoTC. Then I'm looking through GoF's "skeleton.ani" and finding the same or similar actions, and copying the numbers across. The end result will be a version of "blaze.ani", renamed to suit the new model, with all the right actions mapped to the right parts of the similarly renamed version of "skeleton.an". I've done about half of it so far, done a test, and it works - the original animation file didn't allow the character to attack, for the reason above, but the modified file does.
(By the way, "blaze.ani" isn't for the "Blaze" models. It's for "Devlin", the male player character in AoP. The "Blaze" models in PoTC use the basic "man.ani".)