It should work like in the help patch. Maybe check whether the script that starts the animation is attached to the entity with the animated model. If you open the project of the help file, there is a script called AstroBoyStartWalk. You can modify it and adapt it to your needs.
you can also change it in a way so that it doesn’t remove itself after starting the animation but has public properties for all animations of your model so that you can get/set these via VL. Or you can patch these things in VL too.
In any case, you need some code/patch to start the animation. It is easier to set up in Game Studio because you can directly reference the animations and the skeleton via name and you see what is available.
If your model has multiple animations, you need to import the animation clips separately. GitHub - JackPilley/BlenderToStrideAnimationSeparator: A blender 3.3 script that exports actions as separate fbx files for use in Stride 3D.