Animations come within the mesh. You can see the list of animations a mesh has in the Model Editor. They are exported with the mesh in a .skeleton file. Learn more about exporting models to ludiloom here.
Animations are controlled only through scripting, using the ludiloom API. This is the typical code to play an animation when it starts moving forward.
local m = this:getModel("my_character_model"); m:startMovementForward(); m:playAnimation("front",1,true);
Line 3 starts playing the animation front in the model with speed 1 and in loop.
You will find all the functions related to animations here. In this script, we used the function playAnimation, but there are others such ass to stop and pause the animation.
If you play several animations at once, you may end with weird results. Ludiloom tries its best to mix the animations together, but sometimes that isn't enough. We provide, however, an aditional level of control, through Animation Masks, that allow you to determine which bones are affected by a particular animation. For instance, if you have an animation to walk forward and another to wave the hand, you can say that the walking animation doesn't affect the right arm and the waving animation only affects the hand. This makes both animations affect mutually exclusive bones, so you can play each one in separate or together. You can configure the animation masks with the graphical editor Animation Mask Editor or using the ludiloom API function setAnimationMask.

