From Valve Developer Community
- Animations and sequences are processed in-order, so subsequent animations/sequences that have name conflicts will be ignored, and any references to .mdl local entry by the same name will be overwritten with the reference to a first one declared.
- Included .mdl’s can have different bone ordering, but they need to have the same bone hierarchy and ikchain declarations. Currently there’s no run-time checking to verify they match.
- Only animations and sequences are used from included .mdls. Currently models, textures, faces, attachments, etc. are ignored.
- This overwrites the normal police animations with a pointer to the shared animations
$modelname Police_animations.mdl $includemodel "player\male_anims.mdl"
Note: For clarification, $includemodel simply points to the MDL file containing the animations and does not copy any data to the files created on compile. The file containing the animations must be available from the file location that is defined for it to work. In this example it will be 'models\player\male_anims.mdl' If the model used for includemodel does not exist in the game files, the game can not apply any animations to your compiled model..