I don't know what script is being used by EFG. I only changed the kf-file. It looks like the skeleton and/or model being used when creating the kf affects the result. With "Animation base file"-skeleton by UK47 and the priority turned up the body was rigid, same skeleton on a EyeCandy body and I got bad results. Have to learn more about Blender to figure this out.
Cheers! Oom
It is not much about Blender you have to learn, it's a matter or trial and error tweaking specific animations. You should really try to read EFG's file I already mentioned (named 自作モーション作成チュートリアル for Blender.txt). There he seems to write a lot about his (bad) experiences with creating his animations. Like "Always keep the neck is bent in the direction of Bip01". You might really get some interesting insight.
And about changing his scripts. It's only a total of 6 lines (without betting my house on this). In EFGAICdummy1Script add the lines denoted with ";;; XXXXXX ;;;"
scn EFGAICdummy1Script; ACTORS IN CHARGE by EFG; main menu scriptref target ;;; XXXXXX ;;;............Begin ScriptEffectUpdate...........; EXIT & REMOVE DUMMY SPELLS & RESET ANIMS If ( Counter == 4 ) If ( IsIdlePlaying == 0 ) If ( GetSelf != player ) removeitem EFGAICamulet 1 set target to getself ;;; XXXXXX ;;; target.stoplook ;;; XXXXXX ;;; Endif.......; EXIT & DO NOTHING If ( Counter == 3 ) If ( GetSelf != player ) removeitem EFGAICamulet 1 set target to getself ;;; XXXXXX ;;; target.stoplook ;;; XXXXXX ;;; Endif.........
And in EFGAICspellTouchScript add one line
SelfRef.look SelfRef
I'm totally stunned that EFG has not figured it out himself. But at least I make one (last) effort to convince you.