When designing monster or viking, you will probably make an animation instead of single image (walking cycles etc.). Convention is to save the animation as a series of files with the same name and a number at the end, e.g. olaf_ko1.tga and olaf_ko2.tga are two parts of an animation.
Don't make animated GIFs and similar stuff - the game can't load it properly.
It is possible to define animation in a model XML file (for many examples see gfx/models/olaf_model.xml). Animation has to be defined in 'load_pre'.
<model> <load_pre> <image sym="left1">vikings/olaf/olaf_walk2_left.tga</image> <image sym="left_breath">vikings/olaf/olaf_breath_left.tga</image> <!-- Walking left --> <animation sym="move_left"> <image sym="left1"/> <image>vikings/olaf/olaf_walk1_left.tga</image> </animation> <!-- Standing looking left --> <animation sym="stand_left"> <image sym="left1"/> <image sym="left_breath"/> </animation> </load_pre> <states> <state name="onground_standing_left" sym="stand_left"/> <state name="onground_moving_left" sym="move_left"/> </states> </model>
As you can see, it is possible to use the symbolic names even in 'load_pre'.