Would it be too much trouble for you to record a short video in the editor, showing, for example, a cyclops or a titan standing still (idle animation), and then you click on another animation to make it run (move animation)...
I'm a little confused about this. The move animation seems to be the most difficult, especially the movement... In the game Attila: Total War, there was a special intermediate animation created. The character stands in a pose, the idle animation plays, and they move slightly in place. Then, when you click to move them, before the move animation loads, a short intermediate animation, idle-to-move, plays. This creates a smooth transition from "standing" to "moving." The purpose of this is that the move animation is cyclical, meaning it plays continuously while the character is running. Usually, in the standing animation, the legs are in a different position than in the move animation, and this transition is needed to avoid a "sliding" effect, like skating.
In the game Troy: Total War, as far as I remember, there was no intermediate animation, but the engine seemed to handle it automatically, and the result was still good.
I'm not quite sure how to do this in Heroes 5. I'm looking at the cyclops in 3D Max, and if you take the first frames of the idle and move animations, you can see a slight sliding effect, which is normal. The cyclops's legs transition from a stationary position to a running (cyclical) position, but maybe the game smooths out this moment? It would be good to see.
I also need to put the yeti in a walking pose, and the feet and hands should be in a slightly different position than in the standing pose, so that there is a normal cyclical animation (at least, according to my understanding).