Yeah, General Barron was writing one, but its a lot harder than doing it by example.
I can help you out though having been taught by General Barron
Here's a breif tut:-
The first thing you'll need to do is get BIS's Configs from either their website or from the Editor's Depot right here at OFPEC.
Then, the Config that you're looking for is called CfgMoves.
Open it up and scroll down until you see "class Defaults". That's where all the lines that relate to the anims lie.
So, depending on what your anim is, you'll want to find the BIS anim that's closest to your custom anim. (ie. if your anim is a static anim where the unit isn't holding a gun, you'll be looking at StandBase or one of the variations)
Copy all the lines from it and adapt them as required. Don't forget about all the inheritance etc.
Here's a little eg:-
class CfgPatches //I'm pressuming this is an addon
{
   class YourClassName
   {
      Units[] = {};
      Vehicles[] = {};
      Weapons[] = {};
      requiredVersion = 1.30; //depends on what you made it in/ requires
   };
   class NewMove
   {
      units[] = {};
      weapons[] = {};
      requiredVersion = 1.30; //as above
   };
};
class CfgMovesMC
{
      class Default {};
      class StandBase: Default {};
      class States
      {
         class YourAnimClass
         {
         actions = StandActions;
         file=\YourFileName\YourAnimName.rtm;
         speed = SPEED_STATIC;
         looped=true;
         duty=RestDuty;
         relSpeedMin=0.7;
         relSpeedMax=1.0;
         interpolationSpeed=1;
         connectFrom[] = {Stand,1};
         connectTo[] = {Stand,1};
         interpolateTo[]= {StandDying,0.1,StandDyingVer2,0.1};
         };
      };
};
A basic config. And, as usual, anything really compilcated needs to be .bin-ed
Hope this helps.
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