Well, I am not sure if it was said before, but hey, DUDE :) (you really like your carpet, don't you? :P ), there is one very simple thing you can do:
You load all the meshes with LoadAnimMesh(), now you've got them loaded individually. Now you use the "LoadAnimSeq" Command to append the one Soldier Mesh that has all the animations TO EACH LOADED CHAR. Now you only have to use ExtractAnimSeq to make the various animation parts accessible for individual looping.
so you even don't have to copy paste any animation in third party programs. Psionic should have added an example source for that. There is only one reason why he didn't release every soldier with animations: filesize.
You load all the meshes with LoadAnimMesh(), now you've got them loaded individually. Now you use the "LoadAnimSeq" Command to append the one Soldier Mesh that has all the animations TO EACH LOADED CHAR. Now you only have to use ExtractAnimSeq to make the various animation parts accessible for individual looping.
so you even don't have to copy paste any animation in third party programs. Psionic should have added an example source for that. There is only one reason why he didn't release every soldier with animations: filesize.