Unfortunately, there's no way to determine which selection gets animated when using the "animate" command. (unless you have access to the model config, which is not accessible in-game), and the animation type, its range of motion, etc. are not accessible either.
```
object getAnimationParams "animationName"
```
This command can be useful when combined with the `ntersect` and `animate` commands to open building doors, as well as detecting its range and type of motion (e.g. rotating or sliding door, etc.)
The command should return these parameters (as many as possible), as array/hashmap of [key, value]:
```
class Animations
{
class FrontWheelR
{
type = "rotationX"; // The type of animation.
source = "wheel"; // The controller that provides input.
selection = "pravy predni"; // The name of the skeleton bone used.
axis = ""; // The name of the axis in the model.
memory = true; // Is the axis defined in the memory LOD of the model or not?
sourceAddress = "loop"; // Does the animation loop or not?
minValue = 0; // The minimum value of the motion range.
// i.e. The controller input when animation phase is 0.
maxValue = 1; // The maximum value of the motion range.
// i.e. The controller input when animation phase is 1.
angle0 = 0; // The starting angle of this animation, where the
// animation phase is minValue
angle1 = "rad -360"; // The ending angle of this animation,
}; // where the animation phase is maxValue
};
```
In addition, knowing the bone hierarchy would be useful as well.
```
getObjectBones _obj
```
returns an array of `["bone", "parent"]` pairs