Saidenstorm,
Do you know anything about the havok static spring piece? If that would provide a "bouncy bone" would it need to be added to the nif and to the skeleton_female.hkx file? How would it look code wise?
Using any kind of RigidBodies/Constraints requires editing them into both the Skeleton.hkx and Skeleton.nif, and getting them to work is quite a pain in the A$$ at this point though not impossible.
If all your needing is canned animations layered on top of Beth's anims then using Reactor set to about 50-70% simulated world gravity and some ragdoll constraints would yield the best results for simulating briasts and the Butt Cheeks you have setup.
Lastly the new bones I created go wonky when an NPC dies. Is there something I need to set so that on ragdoll death the bones dont react?
Nodes seem to reset into Bind Pose when an actor dies, I have not spent much time paying that much attention to getting non-havoked nodes to not react on death.
I made it run but it says animation file contains no animation bindings . not exporting ...
what does that means?
I used this animation:
2hm_idle.hkx
Not sure as it relates to hkxcmd, Hologram would need to answer that question -> although I was able to convert that file without errors.