I've been playing around with animating an alchemy set I made in Blender, and I'm finding MW really limited. I have a whole list of things I've tried to do. I just want to know what's possible or not.
1. So far it looks like UV offset texture animation and Nifskope's flip controller are the only two texture/material animations MW can handle. Is this correct?
2. I tried an alpha channel animation in Blender, which looked fine in Nifskope, but MW won't animate it. It's technically a material animation rather than a texture animation. Are material animations not supported?
3. UV Ofs animations can be used with a kf file, so it can have scripted Idles. Adding a flip controller animation onto the same mesh didn't show up in the same. The texture moved, but it didn't do its little slideshow.
4. Do flip controllers only work as a BSA node animation? Its the only way I could get them to work in the game.
5. I found BSA nodes and kf files are incompatible. If the mesh has a BSA node, it will play regardless of scripting, and Idles don't seem to work at all.
Are these assumptions correct, or did I just screw something up? I really want a flip controller animation to work with scripted Idles, but I've fiddled for days and haven't got it to work.