The animation is a part of a machine spinning; I've got it looping ok, but what I'd really like is to get it starting off slowly, speeding up and then continuing to run full-speed. I've tried using afEaseInTime, no joy. I've tried setting the NiTextKeyExtraData in the ControllerSequence to have the keys
Time 0.000Value "Idle: Start"Time 5.9Value "Idle: Loop Start"Time 8.9Value "Idle: Loop Stop Idle: Stop"
In the hope it would play from 0.0 to 5.9 and the loop between 5.9 and 8.9 - but that doesn't work. Should I just stop flogging this poor dead horse, or is there some way of getting what I want?
In a perfact world I'd have it slow to a halt when I want as well. Can I achieve all this with three animations? And if so, how would I make sure the looping animation only starts playing once the lead-in animation has finished, and make sure the lead-out animation interrupts the looping animation only at a seamless switchover point?
If anyone knows, many thanks in advance

Oh, by the way, SaidenStorm? If you're reading this, you solved my collision woes
