it's been atleast a couple years since i've used Blitz3D, but this is some code i had lying around on the HD. it should help you out.
i believe this is the model : http://www.psionic3d.co.uk/gallery/displayimage.php?album=2&pos=5
hope this helps.
;********************************************************************************** ; ; B3D Animation Example using ExtractAnimSeq ------------------- Rik Smiff April 2003 ; ; ; Use Keys Q through to X to transpose animation sequences. ; ; Use the Cursor Keys to Pitch and Yaw the Ninjas Head ; - this will blend with the currently running animation ; ; You will need the B3D Animated Ninja Model "Ninja.b3d" ; Kindly donated by Psionic available on the Blitz forum. ; or ; www.psionic3d.co.uk ; Many Thanks to Psionic for his Model - there arent too many animated B3d's out there to play with ; Extract from Ninja.txt by Psionic - Animation Frames ; ; 1-14 Walk (normal) ; 15-30 Stealth Walk ; 32-44 Punch And swipe sword ; 45-59 Swipe And spin sword ; 60-68 Overhead twohanded downswipe ; 69-72 Up To block position (play backwards To Lower sword If you want) ; 73-83 Forward kick ; 84-93 Pick up from Floor (Or down To crouch at frame 87) ; 94-102 Jump ; 103-111 Jump without height (For programmer controlled jumps) ; 112-125 High jump To Sword Kill (Finish em off move??) ; 126-133 Side Kick ; 134-145 Spinning Sword attack (might wanna speed this up in game) ; 146-158 Backflip ; 159-165 Climb wall ; 166-173 Death 1 - Fall back onto ground ; 174-182 Death 2 - Fall forward onto ground ; 184-205 Idle 1 - Breathe heavily ; 206-250 Idle 2 ; 251-300 Idle 3 ;********************************************************************************** Graphics3D 800,600 SetBuffer BackBuffer() camera=CreateCamera() MoveEntity camera,0,3,0 CameraViewport camera,0,0,GraphicsWidth(),GraphicsHeight() AmbientLight 255,255,255 ;********** Load Model and Prepare Animation Sequences Global ninja=LoadAnimMesh("ninja.b3d"); This will load All Frames into Sequence 0 Global walk=ExtractAnimSeq (ninja,0,14); Extract frames 0 to 14 into Sequence 1 - the value 1 is assigned to the Global walk Global stealth=ExtractAnimSeq (ninja,15,30); Extract frames 15 to 30 into Sequence 2 - the value 2 is assigned to the Global stealth Global punch_swipe=ExtractAnimSeq (ninja,32,44); And so on extracting each set of frames into a seperate sequence Global swipe_spin=ExtractAnimSeq (ninja,45,59); and assigning the sequence number to a global variable. Global overhead=ExtractAnimSeq (ninja,60,68) Global block=ExtractAnimSeq (ninja,69,72) Global fwd_kick=ExtractAnimSeq (ninja,73,83) Global pickup=ExtractAnimSeq (ninja,84,93) Global jump=ExtractAnimSeq (ninja,94,102) Global jump_static=ExtractAnimSeq (ninja,103,111) Global jump_kill_sword=ExtractAnimSeq (ninja,112,125) Global sidekick=ExtractAnimSeq (ninja,126,133) Global spin_sword_attack=ExtractAnimSeq (ninja,134,145) Global backflip=ExtractAnimSeq (ninja,146,158) Global climb_wall=ExtractAnimSeq (ninja,159,165) Global death_fall_back=ExtractAnimSeq (ninja,166,173) Global death_fall_fwd=ExtractAnimSeq (ninja,174,182) Global idle_breathe_heavy=ExtractAnimSeq (ninja,184,205) Global idle_2=ExtractAnimSeq (ninja,206,250) Global idle_3=ExtractAnimSeq (ninja,251,300) Global crouch=ExtractAnimSeq (ninja,84,87) ; ;locate the head bone in the model and assign it to the Global 'head' Global head=FindChild(ninja,"Joint7") ;Head rotation Variables Global headyaw,headpitch Global state Const transpose = 40 ;Position the model MoveEntity ninja,0,0,7 ScaleEntity ninja,0.5,0.5,0.5 RotateEntity ninja,0,180,0 ;************** Main Loop *********************************** While Not KeyHit(1) ; Get Cursor Key Input for Manual Head Rotation If KeyDown(203) Then headyaw=headyaw+1:If headyaw > 90 Then headyaw = 90 If KeyDown(205) Then headyaw=headyaw-1: If headyaw < -90 Then headyaw = -90 If KeyDown(200) Then headpitch=headpitch+1: If headpitch > 30 Then headpitch= 30 If KeyDown(208) Then headpitch=headpitch-1 : If headpitch < -45 Then headpitch= -45 ; Get Key Input for Animation sequence change If KeyDown(16) And latch_key_Q = False Then Animate ninja,1,0.1,walk,transpose:latch_key_Q = True:state=0 If Not KeyDown(16) Then latch_key_Q = False If KeyDown(17) And latch_key_W = False Then Animate ninja,1,0.1,stealth,transpose:latch_key_W = True:state=1 If Not KeyDown(17) Then latch_key_W = False If KeyDown(18) And latch_key_E = False Then Animate ninja,3,0.1,punch_swipe,transpose:latch_key_E = True If Not KeyDown(18) Then latch_key_E = False If KeyDown(19) And latch_key_R = False Then Animate ninja,3,0.1,swipe_spin,transpose:latch_key_R = True If Not KeyDown(19) Then latch_key_R = False If KeyDown(20) And latch_key_T = False Then Animate ninja,3,0.1,overhead,transpose:latch_key_T = True If Not KeyDown(20) Then latch_key_T = False If KeyDown(21) And latch_key_Y = False Then Animate ninja,3,0.1,block,transpose:latch_key_Y = True If Not KeyDown(21) Then latch_key_Y = False If KeyDown(22) And latch_key_U = False Then Animate ninja,3,0.1,fwd_kick,transpose:latch_key_U = True If Not KeyDown(22) Then latch_key_U = False If KeyDown(23) And latch_key_I = False Then Animate ninja,3,0.1,pickup,transpose:latch_key_I = True If Not KeyDown(23) Then latch_key_I = False If KeyDown(24) And latch_key_O = False Then Animate ninja,3,0.1,jump,transpose:latch_key_O = True If Not KeyDown(24) Then latch_key_O = False If KeyDown(25) And latch_key_P = False Then Animate ninja,3,0.1,jump_static,transpose:latch_key_P = True If Not KeyDown(25) Then latch_key_P = False If KeyDown(30) And latch_key_A = False Then Animate ninja,3,0.1,jump_kill_sword,transpose:latch_key_A = True If Not KeyDown(30) Then latch_key_A = False If KeyDown(31) And latch_key_S = False Then Animate ninja,3,0.1,sidekick,transpose:latch_key_S = True If Not KeyDown(31) Then latch_key_S = False If KeyDown(32) And latch_key_D = False Then Animate ninja,3,0.1,spin_sword_attack,transpose:latch_key_D = True If Not KeyDown(32) Then latch_key_D = False If KeyDown(33) And latch_key_F = False Then Animate ninja,3,0.1,backflip,transpose:latch_key_F = True If Not KeyDown(33) Then latch_key_F = False If KeyDown(34) And latch_key_G = False Then Animate ninja,1,0.1,climb_wall,transpose:latch_key_G = True If Not KeyDown(34) Then latch_key_G = False If KeyDown(35) And latch_key_H = False Then Animate ninja,3,0.1,death_fall_back,transpose:latch_key_H = True If Not KeyDown(35) Then latch_key_H = False If KeyDown(36) And latch_key_J= False Then Animate ninja,3,0.1,death_fall_fwd,transpose:latch_key_J = True If Not KeyDown(36) Then latch_key_J = False If KeyDown(37) And latch_key_K = False Then Animate ninja,1,0.1,idle_breathe_heavy,transpose:latch_key_C = True If Not KeyDown(37) Then latch_key_K = False If KeyDown(38) And latch_key_L = False Then Animate ninja,1,0.1,idle_2,transpose:latch_key_Z = True If Not KeyDown(38) Then latch_key_L = False If KeyDown(45) And latch_key_X = False Then Animate ninja,1,0.1,idle_3,transpose:latch_key_X = True If Not KeyDown(45) Then latch_key_X= False If KeyDown(44) And latch_key_Z = False Then Animate ninja,3,0.1,crouch,transpose:latch_key_Z = True If Not KeyDown(44) Then latch_key_Z = False If Not Animating(ninja) Then If state=0 Animate ninja,1,0.1,walk,40 If state=1 Animate ninja,1,0.1,stealth,40 End If UpdateWorld ;Update head rotation TurnEntity head,headpitch,headyaw,0 RenderWorld Flip Wend
i believe this is the model : http://www.psionic3d.co.uk/gallery/displayimage.php?album=2&pos=5
hope this helps.