You need to export each animation as a different SMD, then in the QC you need to write out the name of the animation itself.
EX: Let’s say you extracted the M99 AMR. You save each animation (as far as I remember, there was only the shooting, scoping, unscoping, and shooting while scoped animations). In your QC, you must use $animation with the animation’s SMD file name, then give the animation itself a name. Then compile the model and make sure there are no errors.
On the coding side, you have to set the view model to your compiled model name. On top of that, most SWeps bases use animations typically called “ACT_VM_RELOAD” and “ACT_VM_PRIMARYATTACK”, so it’d be easier to name each animation to correspond with these as to not make your life difficult in having to recode already-made SWeps bases just to suit your needs.