It's no rocket science.
See art.ini comments how they work and create your own.
art.ini wrote:
; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layout is completely
; arbitrary and must be explicitly specified. Each
; infantry format file will be identified with one of these
; animation sequences.
;
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.
;
; Ready = standing around
; Guard = standing around with weapon drawn
; Prone = while prone
; Walk = walking [normal movement]
; FireUp = firing while standing
; Down = transition from standing to prone
; Crawl = moving while prone
; Up = transition from prone to standing
; FireProne = firing while prone
; Idle1 = idle animation sequence #1
; Idle2 = idle animation sequence #2
; Die1 = death animation when hit by gunfire
; Die2 = death animation when exploding
; Die3 = death animation when exploding (alternate)
; Die4 = death animation by concussion explosion
; Die5 = death animatino by fire
; Fly = [jumpjet] flying
; Hover = [jumpjet] hovering
; Tumble = [jumpjet] tumbling
; FireFly = [jumpjet] firing while flying
; Deploy = [gi] deploying
; Deployed = [gi] deployed still frame
; DeployFire = [gi] fire while deployed
; DeployIdle = [gi] idle animation while deployed
; Undeploy = [gi] undeploying
; SecondaryFire = special anim for firing secondary weapon
; SecondaryProne = special anim for firing secondary weapon while prone
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