Well from my short experience with this engine, I can only suggest the following:
- do your animations as separate sequences / multitrack, EE automatically extracts them to separate files on import.
- if you use the same animations and skeleton / rig on the models in your animation editor, you can do the same in EE. You can link all the animations and a single skeletons to the models in editor or code
- if you want to easily plug and play your models to existing code with minimal fuss, name the skeletons according to this:
http://www.esenthel.com/wiki/index.php?title=Skeleton
- you can save work doing the transitional animations (ie walk to run) and let EE blend between them (you can play both animations with a blend factor)
- see
http://www.esenthel.com/wiki/index.php?title=Animation , most importantly "If a bone doesn't have any keyframes, it will simply not affect the animation blending process." - meaning you can have split animations, ie. re-using the shoot animation with walk or run or stand, if the walk anim has keyframes for leg bones only, shoot for right arm bones only etc.
I'm sure there are other things to consider, maybe some of the older users will have something to add or correct, as I've only been using EE for a good week..