Thanks for the the method tip, SaidenStorm.
However, sorry to say, but I'm still not clear, perhaps because I'm not sure what a Loose Idle is. In this post [post='']http://www.gamesas.com/topic/1349456-anyone-know-how-to-play-an-hkx-in-game/page__view__findpost__p__20342869[/post] you say "playing a Loose Idle is easy PlayIdle works perfectly for that". So a loose idle is simply triggered by, say, a script event. So what's an example of a loose idle? Would that be, for example, a rock collapse when an actor steps on a pressure plate?
An activator does not consist of a Loose animation as a matter of fact most of these are gamebryo animations -> as in they are kf anims contained in the activator.nif itself, and in your example there would be 3 completely different objects at play -> the pressure plate, the rocks and the actor triggering them.
Loose Animations are anims that are only defined in THAT ACTORS -> RACE -> Behavior Graph its an anim that only consists of an event that links to the anim.hkx in the folder -> non loose anims are defined as events contained within states (combat 1h,2h,mag,mt,etc) and can only be called by an anim event within those states -> they also contain transitions that only allow you in or out of that animation by specified other animations.
If I understand correctly the behaviour graph consists of anim event triggers for block, attack, jump, walk, run etc etc. These are pre-defined for actors in the behaviour graph and triggered by key presses or actor state, like being knocked to the ground, so the get up animation plays. But loose idles are not attached to specific actor actions right.
No, ALL actor animations are defined by an event in the graph.
So could a script, attqached to an actor, watch for a keypress or watch for a specific actor state, say, lack of sleep, and trigger a yawn animation? Wouldn't this link an actor to an idle outside the predefined behaviour graph?
How? your completely missing the point without the Behavior Graph Anim Event the CK/Game has ZERO ability to link directly to an animation there is no direct input for path to anim the path to anim is defined IN the behavior graph and its called by triggereing the anim event that said anim is linked to.
Loose Anims are called through script this triggers a loose action which in the anims directory has a direct link to the behavior anim event which links to the path to the anim to play.
Trigger Action(CK/Game) -> Action Mapped to a Behavior Graph Anim Event -> Anim Event defines the path to the animation to play.