There isn't really a way for us to access a model's model.cfg or CfgModels config via script. There's typically some good information in the model.cfg that could be used in script to help with finding memory point and selection names. Using **GetGame().ConfigIsExisting(path)** with CfgModels being the lead, and an exact path to a model.cfg's animation class, returns false.
I have an example with buildings, I would like to be able to get all the doors in a building, and be able to associate a twin doors with door selections and also have the axis associated with each door; it's already possible to find the Doors class in CfgVehicles, but this returns the full selection of the doors twins and non twins, any doors associated with a twin door is skipped and not shown here.
I don't have much hope for this type of feature to even have an export in enforce, as it's relating to the RV portion. Attached in additional info is the export from Eliteness, a mikero tool which allows us to peer into a model's LOD information without debinning it.
Here's a small example of how I'm trying to access this this data, this was used in workbench with breakpoints so I can see the watched variables.
```
string path = "CfgModels " + bldg.GetModelName() + " Animations";
int count = GetGame().ConfigGetChildrenCount(path);
for (int i = 0; i < count; i++)
{
string child;
GetGame().ConfigGetChildName(path, i, child);
string child_path = "CfgModels " + bldg.GetModelName() + " Animations " + child + " selection";
string selection_name = GetGame().ConfigGetTextOut(child_path);
child_path = "CfgModels " + bldg.GetModelName() + " Animations " + child + " axis";
string axis_name = GetGame().ConfigGetTextOut(child_path);
child_path = "CfgModels " + bldg.GetModelName() + " Animations " + child + " angle1";
float radius = GetGame().ConfigGetTextOut(child_path).ToFloat();
}
```