in the file descr_skeleton.txt there are made presets of animations for different in-game uses.
I will only talk in here about the walk, run and charge animations, but other animation can be used in the same way as well (stand_turn_cw_1, stand_turn_ccw_1, ready_turn_cw, ready_turn_ccw - all four used for turning, they'll give unit's turn speed; advance, retreat, charge_attack, charge_jump_attack, run_attack etc - each with its obvious use).
There are some different animations for all walk, run and charge anim events:
WALK:
strat_named_with_army* * SG 03 MARCH.cas
strat_spy* * * * * * * * * * * * * LID 106 Spy walk loop.cas
strat_assassin* * * * * * * * * ASS_walk.cas
strat_diplomat* * * * * * * * * SM_D06 Diplomat walk loop.cas
strat_navy* * * * * * * * * * * * navy_move.CAS
fs_swordsman* * * * * * * * * LIS 03 March.cas
fs_fast_swordsman* * * * * * LIS 03 March.cas
fs_standard_bearer* * * * * * SG 03 march.cas
fs_dagger* * * * * * * * * * * * LID_03 March loop.cas
fs_fast_dagger* * * * * * * * * LID_03 March loop.cas
fs_javelinman* * * * * * * * * LIS 03 March.cas
fs_fast_javelinman* * * * * * LIS 03 March.cas
fs_spearman* * * * * * * * * * LIS 03 March.cas
fs_fast_spearman* * * * * * * LIS 03 March.cas
fs_2handed* * * * * * * * * * * 2HS_03 march.cas
fs_archer* * * * * * * * * * * * LID_03 March loop.cas
fs_fast_archer* * * * * * * * * LID_03 March loop.cas
fs_slinger_new* * * * * * * * SLG 03 March.cas
fs_chariot_sword* * * * * * * CD Reins 28 chariot moving at walking pace.cas
fs_chariot_archer* * * * * * CD Reins 28 chariot moving at walking pace.cas
fs_horse* * * * * * * * * * * * * Horse_walk.CAS
fs_fast_horse* * * * * * * * * Horse_walk.CAS
fs_forest_elephant* * * * * * F_elephant_walk.cas
fs_indian_elephant* * * * * I_elephant_walk.cas
fs_african_elephant* * * * * A_elephant_walk.cas
fs_indian_giant_elephant* I_elephant_walk.cas
fs_camel* * * * * * * * * * * * Camel_walk.CAS
fs_dog* * * * * * * * * * * * * * Wardog_Walk.CAS
fs_pig* * * * * * * * * * * * * * unit_pig_walk.CASRUN:
strat_named_with_army* * SG 04 Run loop.cas
strat_navy* * * * * * * * * * * * navy_quicksail.CAS
fs_swordsman* * * * * * * * * LIS 04 RUN Loop cycle.cas
fs_fast_swordsman* * * * * * LIS 04 RUNFast Loop cycle.cas
fs_standard_bearer* * * * * * SG 04 run.cas
fs_dagger* * * * * * * * * * * * LID_04 Run Loop.cas
fs_fast_dagger* * * * * * * * * LID_04 RunFast Loop.cas
fs_javelinman* * * * * * * * * LIJ 60 run.cas
fs_fast_javelinman* * * * * * LIJ 60 RunFast.CAS
fs_spearman* * * * * * * * * * LIJ 60 run.cas
fs_fast_spearman* * * * * * * LIJ 60 RunFast.CAS
fs_2handed* * * * * * * * * * * 2HS_04 Run.cas
fs_archer* * * * * * * * * * * * LID_04 Run Loop.cas
;fs_archer* * * * * * * * * * * * LID_04 Run_20pc_faster_4light.CAS
fs_fast_archer* * * * * * * * * LID_04 RunFast Loop.cas
;fs_fast_archer* * * * * * * * LID_04 Run_20pc_faster_4light.CAS
fs_slinger_new* * * * * * * * SLG 04 Run.cas
fs_chariot_sword* * * * * * * CD Reins 29 chariot moving at running speed.cas
fs_chariot_archer* * * * * * CD Reins 29 chariot moving at running speed.cas
fs_horse* * * * * * * * * * * * * Horse_canter.CAS
fs_fast_horse* * * * * * * * * Horse_Canter_1250cm_sec.CAS
fs_forest_elephant* * * * * * F_elephant_run.cas
fs_indian_elephant* * * * * I_elephant_run.cas
fs_african_elephant* * * * * A_elephant_run.cas
fs_indian_giant_elephant* I_elephant_run.cas
fs_camel* * * * * * * * * * * * Camel_run.CAS
fs_dog* * * * * * * * * * * * * * Wardog_Run.CAS
fs_pig* * * * * * * * * * * * * * unit_pig_run.CASthese animations have different speeds, therefore a somewhat limited (but ONLY until we'll have full access to make new animations) individual movement animations / unit can be made by using different animations for walk/run/charge events than the original ones... and of course, adding new preset animations for our use.CHARGE:
fs_swordsman* * * * * * * * * LIS 05 charge loop.cas
fs_fast_swordsman* * * * * * LIS 05 charge loop.cas
fs_standard_bearer* * * * * * SG 05 charge.cas
fs_dagger* * * * * * * * * * * * LID_05_Charge.cas
fs_fast_dagger* * * * * * * * * LID_05_Charge.cas
fs_javelinman* * * * * * * * * LIJ 02 charge loop.cas
fs_fast_javelinman* * * * * * LIJ 02 charge loop.cas
fs_spearman* * * * * * * * * * SPM 05 charge loop.cas
fs_fast_spearman* * * * * * * SPM 05 charge loop.cas
fs_2handed* * * * * * * * * * * 2HS_05 Charge.cas
fs_slinger_new* * * * * * * * slg_37_charge.CAS
fs_horse* * * * * * * * * * * * * Horse_Gallop.CAS
fs_fast_horse* * * * * * * * * Horse_Gallop.CAS
fs_forest_elephant* * * * * * F_elephant_charge.cas
fs_indian_elephant* * * * * * I_elephant_charge.cas
fs_african_elephant* * * * * A_elephant_charge.cas
fs_indian_giant_elephant* I_elephant_charge.cas
fs_camel* * * * * * * * * * * * Camel_Gallop.CAS
fs_dog* * * * * * * * * * * * * * Wardog_Gallop.CAS
then, for example, a faster moving spearmen unit can be made by adding a new block called fs_faster_spearman by copying fs_fast_spearman animations preset, replacing its run event animation with the charge one, and then modifying in the descr_model_battle.txt in that specific unit's block the skeleton line from fs_fast_spearman into fs_faster_spearman.