now the submodel animation code works pretty well. the only problem is the lack of trigger options. several modders (self included) are making moels that will use animations. so far theres like 6 or so triggers and was wondering when more will be added. now youre probibly gonna use the scripting system for complicated animations but id like to keep the existing system around for simple ones. either way your still gonna need a trigger relay of sorts in the code. heres a few trigger ideas. i suggest other modders sugest some as well.
subspace- performs animation on entrance to supspace, and undoes when a ship comes out of subspace and acts as a initial position if the "mission takes place in subspace" flag is set.
afterburners-performs animation when afterburners are used and undoes the anumation when they go off.
weapon fire-performs animation when weapon is fired and undoes it before the weapon can fire again.
also id like a few more movement options. in addition +relative angle: would it be possible to have +absolute angle: (wich is really relitive to ship rather than subobject) wich will animate to that position regaurdless of where its rotated to, and +incrimental angle: wich makes it a one time pulse trigger and adds or subtracts to the current angle of the object and does not get undone (possible means for gatling turrets

).
another thing, make glopoints triggerable by the trigger system as well. with possibly +glowpoint on: (bank,slot), +glowpoint off: (bank,slot), +glowpoint toggle: (bank,slot). which would be added in somewhere amongst the other animation fields.