Exactly thats what i meant but if its an important npc or older animations are required again instead of deleting one may shift him to some temporary place till the other one finishes his job.
As far as creating animations with nifskope is considered u might surely not getting any orientaion problems when i create with Antares belnd file though creation becomes easier tiime gets consumed to get the orientation correct due to morrowind itself dont know why.What i mean is what is meant to be facing front in my animation file shifts through different angles in 3d axis for every animation while it shows correctly in Nifskope still could not find the reason for this.
btw you should checkout Antares Blender File For animations it wud save a lot of time,allow you to create better animations and who knows it might be only me getting that orientaion problem coz as far as i know Antares didnt got any problem like that while creating Animated Morrowind.
Think I might have some info of use to you:
Yes, you can just move the NPC to a temporary place, but I make it easy on myself by just deleting it. Here's why: don't think of it as 'deleting' that's not really true. The NPC still exists in the 'NPC' tab and can be replaced at any time after 'deletion'. As an aside, you can use PlaceItem to put that NPC a bunch of times, as many times as you want anywhere you want at any time, and you can delete any given instance the same way, and then replace it again at any time as desired. The last advantage you get by 'deleting' instead of moving is, when you replace it after deletion, the NPC's script restarts from the beginning - I find this so much easier to follow because if you just move the NPC, the script keeps activating as game time continues, and you probably don't really know where the script is at progress-wise at any given time that you need him again. If you need the script advanced to a certain point after reactivation, use a global variable that passes some value from one script to another.
About orientation problems: it's fate I guess because just the other day I noticed a glitch and made a workaround. I'll bet it applies to your problems. So let's say you have your mesh done for the NPC and you have the animation file(s). Now you have placed the NPC in game and all is working *except* he is facing the wrong way. OK concept time - have you also noticed that you can see your NPC sort of 'floating around' (moving randomly just a bit in X/Y) as he/she is animating? If not, go in-game and get right up close and watch and you will see it; use 'TCL' (toggle collison console command) if you need to get really close. My guess is the NPC is colliding just a bit with the floor or surface he has dropped onto at game initialization and therefore being moved just a tad by the collison features of MW. Another concept: if your animation file contains translations (i.e. the whole mesh is moving in X/Y/Z from time to time), these translations will be honored regardless of collision features as long as they execute every frame - and, (stay with me) the engine 'adds' the translation values to any static position values from the CS placement or scripting. I'm not saying this very understandably but my point is that you can safely add a fixed SetPos and/or Position value that executes every frame in a script to 'fix' your NPC in one spot relative to your animation translations and stop the floating around effect. Please return to this paragraph and reread if what follows does not make sense to you.
Initial placement glitch: Let's say you placed your animated NPC in the world, but when you go in-game to view him/her, he's facing the wrong way. This applies only to NPC's with a custom animation file attached to them. The Position X, Y, Z, angle function can be used to correct facing problems. Here's the glitch: the angle in the CS and the angle argument in PlaceItem (and probably other script functions that initially place an object) are not the same as the angle argument in Position. Example: I write a script to put my animated NPC in the world using PlaceItem 100, -150, 30, 16200 (as a DoOnce) and then have Position 100, -150, 30, 16200 execute every frame to lock him in place (relative to animation translations - I say that because this does not 'root' the NPC in one spot, animation translations still execute - please reread about orientation problems above paragraph now if does not make sense). Well, the 16200 (the facing direction in minutes - see MWSFD for fundamentals on this) argument in PlaceItem is *different* by 90 degrees from the 16200 in Position. Now for the point of all this: try applying a Position X, Y, Z, angle script command to your NPC that is facing the wrong way. Look in-game, and change that angle until he is facing the right way. Now he will keep that facing throughout the all animations, and it doesnt need to execute every frame (only do that if the floating around effect bothers you). Lastly, you can DoOnce the Position X, Y, Z, angle and then use SetPosX and SetPosY every frame to stop the floating around effect.
Hats off to the talented people who make animations in blender or max or however they do it. Without them I'd be going nowhere because I can only edit animation files made by them. That said, it's not for me so I wont be using anything but NifSkope and scripting to get animations done.
The thread 'animations exist' in the MW construction set forum area has more details about this topic. I feel awkward discussing this nitty-gritty stuff here in mods so I'll be looking at that thread from time to time to answer further questions or with questions of my own. Also its much easier to find threads in construction set area. Cheers
PS - to reiterate, it most certainly is possible to create your own animations using only NifSkope and scripting, and only needing to edit the anim....nif file, and not touch at all the Xanim....kf file or the Xanim....nif file or even have them exist at all. You do have to accept certain minor limitations (really only that your idle times are fixed), but it has been done repeatedly by myself and the details for how to do it can be found in 'animations exist' (see above). It is also most certainly possible to have unlimited animation sequences by scripting in replacement NPCs using seperate animation files, again having been done repeatedly by myself. As always I am your servant in helping you understand how to get it done, all questions welcome - just please ask in 'animations exist'.