1) In my case, I give the Angels "strike from the heavens". But since they don't have a suitable "logical" Air Attack animation (and this ability performs it directly "standing on the target").
I want to use the Vengeance animation (falling sword). But then the question is — how do I get rid of the Angel himself in such an animation?
I worked around this in my own way, it was a knight with a sword (not a vampire), the unit teleports with a black flash, for that I made an effect and sped up the animation... seemed nice... he quickly raises his sword and gets covered by a black blotch and teleports, strike from the heavens is the same thing, but with a really wild speed-up, he lingers on the enemy's model for a split second and then again with a black flash, so that the knight doesn't run out of the enemy on his own two feet, he basically moves by teleport
2) At the same time, not long ago I put Liches on T7, replacing the Bone Dragons. But even if I changed their animations, after death bones of the Bone Dragons fall out of the liches, i.e. it turns out the reference to this animation and effect work differently.
\GameMechanics\CreatureVisual\Creatures\Necropolis\Bone_Dragon.xdb
here's its contents, I've highlighted the line responsible for the death model
Header
<?xml version="1.0" encoding="UTF-8"?><CreatureVisual ObjectRecordID="1001205">
<CreatureNameFileRef href="/Text/Game/Creatures/Necropolis/Bone_Dragon.txt"/>
<CreatureAbilitiesFileRef href="/Text/Game/Creatures/Necropolis/Bone_Dragon_Abilities.txt"/>
<DescriptionFileRef href="/Text/Game/Creatures/Necropolis/Bone_Dragon_desc.txt"/>
<Icon href="/Textures/Interface/CombatArena/Faces/Necropolis/ico_BoneDragon.xdb#xpointer(/Texture)"/>
<Icon32 href="/Textures/Interface/CombatArena/Faces/Necropolis/ico_BoneDragon_32.xdb#xpointer(/Texture)"/>
<Icon64 href="/Textures/Interface/CombatArena/Faces/Necropolis/ico_BoneDragon_64.xdb#xpointer(/Texture)"/>
<Icon128 href="/Textures/Interface/CombatArena/Faces/Necropolis/ico_BoneDragon_128.xdb#xpointer(/Texture)"/>
<AnimCharacter href="/Characters/Creatures/Necropolis/BoneDragon.(Character).xdb#xpointer(/Character)"/>
<DeadCharacter href="/Characters/Creatures/Necropolis/BoneDragon_Death.(Character).xdb#xpointer(/Character)"/>
<AnimShot/>
<SummoningEffect/>
<DamageEffect href="/GameMechanics/CreatureDamage/Necro_Hits2.xdb#xpointer(/CreatureDamage)"/>
<TeleportingMove>
<Use>false</Use>
<StartEffect/>
<FinishEffect/>
</TeleportingMove>
<Win3DView/>
<MountPoint>
<x>-0.324112</x>
<y>-0.0439671</y>
<z>1.19451</z>
</MountPoint>
<MountBone>Neck_1</MountBone>
</CreatureVisual>
for some zombie this line is written differently, without a reference to the model, this is needed for complex models that break apart into pieces after death
and rooting is hardcoded in the engine, only one creature can root