» Tue May 17, 2011 12:28 am
I've made progress and thank you all for your suggestions. I started with shape keys before Saiden's post. I found Blender's implementation of relative shape keys straightforward and intuitive (absolute shape keys much less so). Although I now have complete animated pleats, I'm continuing to experiment to better understand the current state of exporting morphs from Blender.
I found using the Blender Nif Scripts 1 3.13, I could export the NiGeoMorpherController and the NiMorphData, but not the NiFloatInterpolator and NiFloatData blocks that hold the keyframe data for each shape key. However, it was possible to take an existing .nif with a NiGeoMorpherController, substitute the new morph and mesh data and add the NiFloatInterpolator and NiFloatData in Nifskope. That's what I did initially, and although it took a fair amount of tweaking, it does work correctly and reliably.
I then remembered that I had a later version of the NifScripts (2.5.5) on my laptop. These scripts will actually export all the data for a working morph, however they are a little bit flaky right now. If you export "Geometry Only", the morph controller and data are exported along with a NiFloatInterpolator block for each shape key, but no NiFloatData blocks, so there's no animation. If you export "Geometry + Animation", you get a working morph animation (at least in the NifSkope Render), but there's no NiControllerSequence so you can't invoke it from a script. If you save a "Animation Only" .kf and load it into a .nif created with Geometry + Animation, you get everything (plus a little extra you don't need). The file will have two sets of NiFloatInterpolator and NiFloatData blocks. Most of the time, I could delete the extraneous set, although several times the animation would stop working when I did, although nothing I could find referenced the extraneous set. There were several other things that seemed to not happen the same every time. This is most likely due to my ignorance and scripts that need a little more refining for this application. I do hope some of this information may be useful to others.
So, the short answer is, using the latest Blender Nif Scripts (2.5.5), you can export working shape key morph sequences. Just export a .nif using the "Geometry + Animation" option, then export a .kf using the "Animation Only" Option. Open the .nif and use the spell to import the .kf. If you don't want to do a little experimentation and tweaking, just leave the extra NiFloatInterpolator and NiFloatData blocks alone. They don't take up much space and don't seem to do any harm. You can set the name of the NiControllerSequence either by setting "Anim Seq Name" in the export dialog or by just changing the name in NifSkope. Remember that only certain names can be used for the sequence controller name, see: http://cs.elderscrolls.com/constwiki/index.php/AnimGroups. One of the better tutorials for creating shape keys and setting them up using the Action Editor in Blender is: http://www.scribd.com/doc/10078385/Essential-Blender-08-Shape-Keys-Tutorial.