Proud Clod seems to have the ability to affect the animation index of the various enemies ("If enemy does BrainBlast, do animation 09", etc). But I haven't seen any reference to doing the same with playable characters.
The end result would be the following: if I replace Barret with Zemzelett (which I'm not really going to do, in case you were wondering), I'll need to migrate Zemzelett's animations in place of Barret's (I can't simply swap files, as Model Settings Data is different between playable characters and enemies, and texture data is in the wrong place...not to mention weapon bone data being limited in enemies, etc). When the player tells Barret to throw a potion, the game somehow decides what animation to use for this. This does not appear to be contained in the model file itself. Thus if Zemzelett only has 0x2A animations, and Barret's "item use" animation is animation 0x3C, I can't simply replace Barret's animations en mass - I'll need to not only keep the total number of animations the same, but I'll also have to match up which animations I'd like to be performed for which actions, by fully mapping all animations and their actions. However, if I could modify the animation index itself (what animation each action calls), I could re-map the entire index to only utilize the 0x2A animations, and point each action to the corresponding animation with ease.
Point in fact, however, I'm not really familiar with the fine details of what Akari called Model Settings Data in his reversing work for QGears (and what I've continued to call that same name for consistency). If somewhere therein lies the animation index, please do point it out. Simply swapping the Model Settings data, even if animations are also swapped, results in a crash.