This playermodel won't use animations, why?

// Created by Crowbar 0.38.0.0

$ModelName “IFFY\DOA5\Hayabusa\Hayabusa_coat.mdl”

$Model “Hayabusa” “hayabusa_coat_body0_model0.smd” {

eyeball "eye_right" "MOT01_Head" -1.100000 -2.709998 26.079993 "eyeball_r" 1 4 "iris_unused" 0.63
eyeball "eye_left" "MOT01_Head" 1.100000 -2.709998 26.079993 "eyeball_l" 1 -4 "iris_unused" 0.63

mouth 0 "mouth" "MOT01_Head" 0 1 0

flexfile "hayabusa_coat.vta" 
{
	defaultflex frame 0
	flex "brow_inner_r_up" frame 1
	flex "brow_inner_l_up" frame 2
	flex "brow_middle_r_up" frame 3
	flex "brow_middle_l_up" frame 4
	flex "brow_inner_r_down" frame 5
	flex "brow_inner_l_down" frame 6
	flex "brow_middle_r_down" frame 7
	flex "brow_middle_l_down" frame 8
	flex "brow_outer_r_down" frame 9
	flex "brow_outer_l_down" frame 10
	flex "eyelid_top_r_up" frame 11
	flex "eyelid_top_l_up" frame 12
	flex "eyelid_top_r_down" frame 13
	flex "eyelid_top_l_down" frame 14
	flex "eyelid_bottom_r_up" frame 15
	flex "eyelid_bottom_l_up" frame 16
	flex "eyelid_bottom_r_down" frame 17
	flex "eyelid_bottom_l_down" frame 18
	flex "lip_top_middle_up" frame 19
	flex "lip_top_r_up" frame 20
	flex "lip_top_l_up" frame 21
	flex "lip_bottom_middle_up" frame 22
	flex "lip_bottom_r_up" frame 23
	flex "lip_bottom_l_up" frame 24
	flex "lip_bottom_middle_down" frame 25
	flex "lip_bottom_r_down" frame 26
	flex "lip_bottom_l_down" frame 27
	flex "lip_r_smile" frame 28
	flex "lip_l_smile" frame 29
	flex "lip_r_sad" frame 30
	flex "lip_l_sad" frame 31
	flex "lip_r_stretcher" frame 32
	flex "lip_l_stretcher" frame 33
	flex "lip_r_pucker" frame 34
	flex "lip_l_pucker" frame 35
	flex "mouth_open" frame 36
}

flexcontroller phoneme range 0 1 blank
flexcontroller phoneme range 0 1 brow_inner_r_up
flexcontroller phoneme range 0 1 brow_inner_l_up
flexcontroller phoneme range 0 1 brow_middle_r_up
flexcontroller phoneme range 0 1 brow_middle_l_up
flexcontroller phoneme range 0 1 brow_inner_r_down
flexcontroller phoneme range 0 1 brow_inner_l_down
flexcontroller phoneme range 0 1 brow_middle_r_down
flexcontroller phoneme range 0 1 brow_middle_l_down
flexcontroller phoneme range 0 1 brow_outer_r_down
flexcontroller phoneme range 0 1 brow_outer_l_down
flexcontroller phoneme range 0 1 eyelid_top_r_up
flexcontroller phoneme range 0 1 eyelid_top_l_up
flexcontroller phoneme range 0 1 eyelid_top_r_down
flexcontroller phoneme range 0 1 eyelid_top_l_down
flexcontroller phoneme range 0 1 eyelid_bottom_r_up
flexcontroller phoneme range 0 1 eyelid_bottom_l_up
flexcontroller phoneme range 0 1 eyelid_bottom_r_down
flexcontroller phoneme range 0 1 eyelid_bottom_l_down
flexcontroller phoneme range 0 1 eyelid_bottom_r_down
flexcontroller phoneme range 0 1 eyelid_bottom_l_down
flexcontroller phoneme range 0 1 lip_top_middle_up
flexcontroller phoneme range 0 1 lip_top_r_up
flexcontroller phoneme range 0 1 lip_top_l_up
flexcontroller phoneme range 0 1 lip_bottom_middle_up
flexcontroller phoneme range 0 1 lip_bottom_r_up
flexcontroller phoneme range 0 1 lip_bottom_l_up
flexcontroller phoneme range 0 1 lip_bottom_middle_down
flexcontroller phoneme range 0 1 lip_bottom_r_down
flexcontroller phoneme range 0 1 lip_bottom_l_down
flexcontroller phoneme range 0 1 lip_r_smile
flexcontroller phoneme range 0 1 lip_l_smile
flexcontroller phoneme range 0 1 lip_r_sad
flexcontroller phoneme range 0 1 lip_l_sad
flexcontroller phoneme range 0 1 lip_r_stretcher
flexcontroller phoneme range 0 1 lip_l_stretcher
flexcontroller phoneme range 0 1 lip_r_pucker
flexcontroller phoneme range 0 1 lip_l_pucker
flexcontroller phoneme range 0 1 mouth_open
flexcontroller eyes range -45 45 eyes_updown
flexcontroller eyes range -45 45 eyes_rightleft

localvar blank
%blank = blank
%brow_inner_r_up = brow_inner_r_up
%brow_inner_l_up = brow_inner_l_up
%brow_middle_r_up = brow_middle_r_up
%brow_middle_l_up = brow_middle_l_up
%brow_inner_r_down = brow_inner_r_down
%brow_inner_l_down = brow_inner_l_down
%brow_middle_r_down = brow_middle_r_down
%brow_middle_l_down = brow_middle_l_down
%brow_outer_r_down = brow_outer_r_down
%brow_outer_l_down = brow_outer_l_down
%eyelid_top_r_up = eyelid_top_r_up
%eyelid_top_l_up = eyelid_top_l_up
%eyelid_top_r_down = eyelid_top_r_down
%eyelid_top_l_down = eyelid_top_l_down
%eyelid_bottom_r_up = eyelid_bottom_r_up
%eyelid_bottom_l_up = eyelid_bottom_l_up
%eyelid_bottom_r_down = eyelid_bottom_r_down
%eyelid_bottom_l_down = eyelid_bottom_l_down
%eyelid_bottom_r_down = eyelid_bottom_r_down
%eyelid_bottom_l_down = eyelid_bottom_l_down
%lip_top_middle_up = lip_top_middle_up
%lip_top_r_up = lip_top_r_up
%lip_top_l_up = lip_top_l_up
%lip_bottom_middle_up = lip_bottom_middle_up
%lip_bottom_r_up = lip_bottom_r_up
%lip_bottom_l_up = lip_bottom_l_up
%lip_bottom_middle_down = lip_bottom_middle_down
%lip_bottom_r_down = lip_bottom_r_down
%lip_bottom_l_down = lip_bottom_l_down
%lip_r_smile = lip_r_smile
%lip_l_smile = lip_l_smile
%lip_r_sad = lip_r_sad
%lip_l_sad = lip_l_sad
%lip_r_stretcher = lip_r_stretcher
%lip_l_stretcher = lip_l_stretcher
%lip_r_pucker = lip_r_pucker
%lip_l_pucker = lip_l_pucker
%mouth_open = mouth_open

}

$BodyGroup “Hair”
{
studio “hayabusa_coat_body1_model0.smd”
}
$BodyGroup “Body”
{
studio “hayabusa_coat_body2_model0.smd”
}
$BodyGroup “Mask”
{
studio “hayabusa_coat_body3_model0.smd”
blank
}
$BodyGroup “Katana”
{
studio “hayabusa_coat_body4_model0.smd”
studio “hayabusa_coat_body4_model1.smd”
blank
}

$SurfaceProp “flesh”

$Contents “solid”

$EyePosition 0 0 70

$MaxEyeDeflection 90

$MostlyOpaque

$CDMaterials “models\IFFY\DOA5\Hayabusa\Coat”
$CDMaterials “models\IFFY\DOA5\Hayabusa”

$Attachment “eyes” “MOT01_Head” 0 3.46 -2.76 rotate 0 90 180
$Attachment “mouth” “MOT01_Head” 0.8 -5.8 -0.15 rotate 0 -80 -90

$CBox 0 0 0 0 0 0

$BBox -13.519 -28.489 -2.757 9.219 28.461 71.127

$Sequence “ragdoll” {
“hayabusa_coat_anims\ragdoll.smd”
activity “ACT_DIERAGDOLL” 1
fadein 0.2
fadeout 0.2
fps 30
}

$IncludeModel “m_anm.mdl”

$CollisionJoints “hayabusa_coat_physics.smd”
{
$mass 100
$inertia 20
$damping 0.01
$rotdamping 1.5
$rootbone " "

$jointconstrain "MOT16_Waist" x limit -25 55 0
$jointconstrain "MOT16_Waist" y limit -45 45 0
$jointconstrain "MOT16_Waist" z limit -35 35 0

$jointconstrain "MOT_*Shoulder.1.R" x limit 0 0 0
$jointconstrain "MOT_*Shoulder.1.R" y limit 0 0 0
$jointconstrain "MOT_*Shoulder.1.R" z limit -50 0 0

$jointconstrain "MOT_*Arm.1.R" x limit -95 95 0
$jointconstrain "MOT_*Arm.1.R" y limit -75 75 0
$jointconstrain "MOT_*Arm.1.R" z limit -130 70 0

$jointconstrain "MOT_*Shoulder.1.L" x limit 0 0 0
$jointconstrain "MOT_*Shoulder.1.L" y limit 0 0 0
$jointconstrain "MOT_*Shoulder.1.L" z limit 0 50 0

$jointconstrain "MOT_*Arm.1.L" x limit -95 95 0
$jointconstrain "MOT_*Arm.1.L" y limit -75 75 0
$jointconstrain "MOT_*Arm.1.L" z limit -70 130 0

$jointconstrain "MOT_*ForeArm.1.L" x limit 0 155 0
$jointconstrain "MOT_*ForeArm.1.L" y limit -45 45 0
$jointconstrain "MOT_*ForeArm.1.L" z limit -45 45 0

$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -100 100 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -100 100 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -100 100 0

$jointconstrain "MOT_*ForeArm.1.R" x limit 0 155 0
$jointconstrain "MOT_*ForeArm.1.R" y limit -45 45 0
$jointconstrain "MOT_*ForeArm.1.R" z limit -45 45 0

$jointconstrain "MOT15_Neck" x limit -20 20 0
$jointconstrain "MOT15_Neck" y limit 0 0 0
$jointconstrain "MOT15_Neck" z limit -20 20 0

$jointconstrain "MOT01_Head" x limit -65 65 0
$jointconstrain "MOT01_Head" y limit -65 65 0
$jointconstrain "MOT01_Head" z limit -65 65 0

$jointconstrain "MOT_*UpLeg.1.R" x limit -30 120 0
$jointconstrain "MOT_*UpLeg.1.R" y limit -50 50 0
$jointconstrain "MOT_*UpLeg.1.R" z limit -75 40 0

$jointconstrain "MOT_*Leg.1.R" x limit -150 0 0
$jointconstrain "MOT_*Leg.1.R" y limit 0 0 0
$jointconstrain "MOT_*Leg.1.R" z limit 0 0 0

$jointconstrain "MOT_*Foot.1.R" x limit -45 45 0
$jointconstrain "MOT_*Foot.1.R" y limit -45 45 0
$jointconstrain "MOT_*Foot.1.R" z limit -45 45 0

$jointconstrain "MOT_*Toe.1.R" x limit -30 0 0
$jointconstrain "MOT_*Toe.1.R" y limit 0 0 0
$jointconstrain "MOT_*Toe.1.R" z limit -30 0 0

$jointconstrain "MOT_*UpLeg.1.L" x limit -30 120 0
$jointconstrain "MOT_*UpLeg.1.L" y limit -50 50 0
$jointconstrain "MOT_*UpLeg.1.L" z limit -40 75 0

$jointconstrain "MOT_*Leg.1.L" x limit -150 0 0
$jointconstrain "MOT_*Leg.1.L" y limit 0 0 0
$jointconstrain "MOT_*Leg.1.L" z limit 0 0 0

$jointconstrain "MOT_*Foot.1.L" x limit -45 45 0
$jointconstrain "MOT_*Foot.1.L" y limit -45 45 0
$jointconstrain "MOT_*Foot.1.L" z limit -45 45 0

$jointconstrain "MOT_*Toe.1.L" x limit -30 0 0
$jointconstrain "MOT_*Toe.1.L" y limit 0 0 0
$jointconstrain "MOT_*Toe.1.L" z limit 0 30 0

$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -100 100 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -100 100 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -100 100 0

}

Modelling forum is this way: https://facepunch.com/forumdisplay.php?f=40

But to answer your question: Your model must be using the ValveBiped skeleton.

Compiling a random model will not magically make it a player model.