I can give u a rough scetch, on how to animate it, along with help, but im not to sure i can help with the actual animations, have you rigged it yet (added bones, and attached them to groups) next step, would be the animation of the bones, prolly through warshape (google for it, if u dont have)
war3modeleditor, can be used for some animations, (other than rotations)
although rotations are the most used animation, btw you might wana fined some pre-made animations, that seem to fit your model and then add them to urself. PM me at any part you get lost, and ill try n help you through it.....
(im not sure, how much of this u can do, prolly all outside of magos and vertex mod, but i duno how, i know u can add anims and other stuff in warshape, so experiment with it, and do some tuts first)
(your model should be saved as a .mdl)
TO ADD A BONE(NODE):
open model in war3modeleditor, go to windows/nodemanager, and click add.
Note, this is alot less free range and harder in this program to move.. since you can only change its xyz cordinates rather than clicknmove with ur mouse
tier your bones together in sort of a hinge manner, makeing the chest the main bone (other than origin ofcourse) then haveing the other bones branch off in their respective order (main/upperleg/lowerleg/ect)
after that use vertexmodifyer, to asign vertexgroups, to the verticies that are suposed to attach to each bone then back to magos, click groups on each node, and attach them correctly
Now the skeleton is Rigged:
we set up animation frames, IN war3modeleditor(magos), go to windows,animationmanager, creat an animation labeled BIRTH, now depending on how long u want the birth to be, set its frames up (prolly round 2k frames)
then check non-looping, repeat for any other animations you want, makeing sure not to overlap the frames (if birth ends at 2000, start next anim at 2001)
next we head over to warshape, check out the tutorials page and work from there