If it's a custom model then you need the root.dsq animation.
datablock TSShapeConstructor(tremorDts){ baseShape = "./tremor.dts"; //- Default Animations - sequence0 = "./t_root.dsq root"; sequence1 = "./t_root.dsq run"; sequence2 = "./t_root.dsq walk"; sequence3 = "./t_root.dsq back"; sequence4 = "./t_root.dsq side"; sequence5 = "./t_Burrow.dsq crouch"; sequence6 = "./t_Burrowmove.dsq crouchRun"; sequence7 = "./t_Burrowmove.dsq crouchBack"; sequence8 = "./t_Burrowmove.dsq crouchSide"; sequence9 = "./t_root.dsq look"; sequence10 = "./t_root.dsq headside"; sequence11 = "./t_root.dsq headUp"; sequence12 = "./t_root.dsq jump"; sequence13 = "./t_root.dsq standjump"; sequence14 = "./t_root.dsq fall"; sequence15 = "./t_root.dsq land"; sequence16 = "./t_root.dsq armAttack"; sequence17 = "./t_root.dsq armReadyLeft"; sequence18 = "./t_root.dsq armReadyRight"; sequence19 = "./t_root.dsq armReadyBoth"; sequence20 = "./t_root.dsq spearready"; sequence21 = "./t_root.dsq spearThrow"; sequence22 = "./t_root.dsq talk"; sequence23 = "./t_Death.dsq death1"; sequence24 = "./t_root.dsq shiftUp"; sequence25 = "./t_root.dsq shiftDown"; sequence26 = "./t_root.dsq shiftAway"; sequence27 = "./t_root.dsq shiftTo"; sequence28 = "./t_root.dsq shiftLeft"; sequence29 = "./t_root.dsq shiftRight"; sequence30 = "./t_root.dsq rotCW"; sequence31 = "./t_root.dsq rotCCW"; sequence32 = "./t_root.dsq undo"; sequence33 = "./t_root.dsq plant"; sequence34 = "./t_root.dsq sit"; sequence35 = "./t_root.dsq wrench"; sequence36 = "./t_Bite.dsq activate"; sequence37 = "./t_Eat.dsq activate2"; sequence38 = "./t_root.dsq leftrecoil"; sequence39 = "./t_eat.dsq eat"; sequence40 = "./t_bite.dsq bite";};
Can all the animations be root?
And is the eye node a joint?