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As for finding the right values (such as figuring out what should be the "Up Vector" for an Aim constraint), you can pretty much trial-and-error it until you get it right.. it's as easy as changing a value, recompiling the model in-app and checking the viewport to see if it helps (alternatively, you can drop the model into S2FM and toy with it to make sure the constraints function correctly. Just make sure to delete and re-add the model in S2FM after recompiling the model).
If you need more info (or want screenshots to assist you), you can drop me a Friend Request and I'll try to help in whatever way I can ^^
Different "AnimConstraint" types define which the type of constraint to perform, but by default none of them have settings for which bone to constrain, 'nor what bone to target at/follow.
For a constraint to function, you'll need to add an "AnimConstraintSlave" and an "AnimConstraintBoneInput" for them to function correctly. These can be added by right-clicking your AnimConstraint in the model Outliner and selecting "Add AnimConstraintSlave"/"Add AnimConstraintBoneInput".
AnimConstraintSlave - defines which bone is controlled BY the constraint
AnimConstraintBoneInput - defines a target bone for the constraint to point at/follow
So, for an AnimConstraintAim (for example): "Slave" = bone to aim with... "BoneInput" = bone target to aim towards
You can add constraints to your models in ModelDoc by clicking "Add" and searching for "AnimConstraint":
AnimConstraintAim - makes a bone point at a target (great for pistons)
AnimConstraintOrient - makes a bone copy the rotation of another bone
AnimConstraintParent - makes a bone follow another bone, as if they were parented
AnimConstraintPoint - makes a bone copy the position of another bone
There's a few other constraint options, but I haven't explored them so idk what they do.