As not a direct question related to GG the product itself might not get much of an answer here. Was there no help on the FPSCx9 forums?
There used to be an FPI script floating around to check for animations by sets and frames. Depending on the GG character, you can find most of the animation frame information in the FPE files under the CSI list where it says ";character animation (reference only)"
Solider example:
csi_relaxed1 = 900,999
csi_relaxed2 = 1000,1282
csi_relaxedmovefore = 1290,1419
csi_cautious = 900,999
csi_cautiousmovefore = 1325,1419
csi_unarmed1 = 3000,3100
csi_unarmed2 = 3430,3697
csi_unarmedconversation = 3110,3420
csi_unarmedexplain = 4260,4464
csi_unarmedpointfore = 4470,4535
csi_unarmedpointback = 4680,4745
csi_unarmedpointleft = 4610,4675
csi_unarmedpointright = 4540,4605
csi_unarmedmovefore = 3870,3900
csi_unarmedmoverun = 3905,3925
csi_unarmedstairascend = 5600,5768
csi_unarmedstairdecend = 5800,5965
csi_unarmedladderascend1 = 4148,4110
csi_unarmedladderascend2 = 4148,4255
csi_unarmedladderascend3 = 4225,4255
csi_unarmedladderdecend1 = 4255,4225
csi_unarmedladderdecend2 = 4225,4148
csi_unarmeddeath = 4800,4958
csi_unarmedimpactfore = 4971,5021
csi_unarmedimpactback = 5031,5090
csi_unarmedimpactleft = 5171,5229
csi_unarmedimpactright = 5101,5160
csi_inchair = 3744,3828
csi_inchairsit = 3710,3744
csi_inchairgetup = 3828,3862
csi_swim = 3930,4015
csi_swimmovefore = 4030,4072
csi_stoodnormal = 100,205
csi_stoodrocket = 6133,6206
csi_stoodfidget1 = 100,205
csi_stoodfidget2 = 210,318
csi_stoodfidget3 = 325,431
csi_stoodfidget4 = 440,511
csi_stoodstartled = 1425,1465
csi_stoodpunch = 2340,2382
csi_stoodkick = 5511,5553
csi_stoodmovefore = 685,707
csi_stoodmoveback = 710,735
csi_stoodmoveleft = 740,762
csi_stoodmoveright = 765,789
csi_stoodstepleft = 610,640
csi_stoodstepright = 645,676
csi_stoodstrafeleft = 855,871
csi_stoodstraferight = 875,892
csi_stoodturnleft = 765,771
csi_stoodsubtleturnleft = 765,766
csi_stoodvault = 2281,2332
csi_stoodmoverun = 795,811
csi_stoodmoverunleft = 815,830
csi_stoodmoverunright = 835,850
csi_stoodreload = 515,605
csi_stoodreloadrocket = 6233,6315
csi_stoodwave = 1470,1520
csi_stoodtoss = 2390,2444
csi_stoodfirerocket = 6207,6232
csi_stoodincoverleft = 1580,1580
csi_stoodincoverpeekleft = 1581,1581
csi_stoodincoverthrowleft = 2680,2680
csi_stoodincoverright = 1525,1525
csi_stoodincoverpeekright = 1526,1526
csi_stoodincoverthrowright = 2570,2570
csi_crouchidlenormal1 = 1670,1819
csi_crouchidlenormal2 = 1825,1914
csi_crouchidlerocket = 6472,6545
csi_crouchdown = 1630,1646
csi_crouchdownrocket = 6316,6356
csi_crouchrolldown = 2160,2216
csi_crouchrollup = 2225,2281
csi_crouchmovefore = 2075,2102
csi_crouchmoveback = 2102,2131
csi_crouchmoveleft = 2015,2043
csi_crouchmoveright = 2043,2072
csi_crouchmoverun = 2135,2153
csi_crouchreload = 1920,2010
csi_crouchreloadrocket = 6380,6471
csi_crouchwave = 2460,2510
csi_crouchtoss = 2520,2555
csi_crouchfirerocket = 6357,6379
csi_crouchimpactfore = 5240,5277
csi_crouchimpactback = 5290,5339
csi_crouchimpactleft = 5409,5466
csi_crouchimpactright = 5350,5395
csi_crouchgetup = 1646,1663
csi_crouchgetuprocket = 6573,6607
If your using a more unique character, you will have to take a look at their LUA scripts associated with them to see the animation start and end. You may also notice with some characters that some helpful notes are added at the top of the LUA scripts in comments. For example if you check out the Dante LUA script you will find his animations in comments:
-- DANTE Animframes:
-- 2,79 - idle
-- 85,167 - attack-floor (137)
-- 195,256 - roar and attack
-- 257,323 - attack (289)
-- 325,400 - fall forward on knuckles
-- 400,479 - get back up
-- 492,539 - walk
-- 544,572 - run
-- 582,625 - hurt
-- 582,720 - hurt and dead
Example of Dante's end and start animation frames in code:
roarstart[e]=195
roarend[e]=256
hurtstart[e]=582
hurtend[e]=625
attackdistance[e]=100
attackstart[e]=85
attackend[e]=167
damageframestart[e]=137
damageframeend[e]=142
Which characters are you thinking of converting? I'd say 90% of them are from FPSCx9.