To the point, I was hoping to add a bit more life to one of my companion mods, which is a super mutant, and thus lacks most of the humanoid NPC luxuries -- sandbox behavior and all associated animations included.
It turns out that there are animations for sleeping and sitting (on the floor) hidden in the mesh *.bsa that actually work for mutants:
\meshes\creatures\SMSpineBreaker\IdleAnims\specialidle_sitcycle.kf
\meshes\creatures\SMSpineBreaker\IdleAnims\specialidle_sleepcycle.kf
Unfortunately, as their names imply, each one's comprised of all associated animations for the action I want. (sit down >> sit >> stand up, etc.). This results in the companion sitting down, staying there for a few seconds, then standing back up. Same with sleeping. Obviously, that's not going to cut it.
So what I'm asking is whether there's an easy way to break both animations down into three separate animations each; the enter/exit idles and looping idles. Unfortunately, my forte is audio-splicing and I'm pretty much a noob when it comes to stuff like this; my modeling experience extends to very basic tricks with NifSkope. I'm hoping that someone in the community is generous (and capable) enough to explain to me step-by-step how to accomplish this myself, or at least give me a rough idea of how to snip the animation at different intervals and loop one of them.
If not, just as well. It's not a necessity for me, and I can wait until the PC release of Dead Money and poach one of Dog's new animations for the sitting bit, at the very least.
