Editing Animation Tab

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* NiTransformData can also dictate how keyframes are interpolated. Linear Interpolation will move in a direct line from one keyframe to another, such as a sharp sawtooth wave. Quadratic Interpolation can specify arcs to travel between keyframes, such a a smooth sine wave.
* NiTransformData can also dictate how keyframes are interpolated. Linear Interpolation will move in a direct line from one keyframe to another, such as a sharp sawtooth wave. Quadratic Interpolation can specify arcs to travel between keyframes, such a a smooth sine wave.
* Some animations apparently loop automatically when played in the CS preview window. This is governed by the 'Cycle Type' field in a .kf, which can be set to forward (once), looping, or backward (once).
* Some animations apparently loop automatically when played in the CS preview window. This is governed by the 'Cycle Type' field in a .kf, which can be set to forward (once), looping, or backward (once).
* '''Skeletons''': Whilst the NPC form contains the skeleton field accessible in [[FO3Edit]], unlike in Oblivion you cannot set an NPCs skeleton per actor. Any changes from the default skeleton are ignored, and the skeleton is reverted to default when the file is edited in the GECK.
* '''Skeletons''': Whilst the NPC form contains the skeleton field accessible in [[FO3Edit]], unlike in Oblivion you cannot set an NPCs skeleton per actor.


[[Category:Creatures]]
[[Category:Creatures]]
[[Category:NPC]]
[[Category:NPC]]

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