Admittedly I'm a bit of a noob when it comes to animating in Blender, but I'm at a point now where I've got an animation that just won't show up in-game and I have no clue why. I started off by grabbing Coronerras' Maximum Compatibility Skeleton and then importing an existing animation from Fore's NoMaaM Animation Replacer (since I knew it used the same skeleton). Tweeked the skeleton's "sneakidle" stance a bit just to try it out. Made sure to get rid of the rest of the keyframes and replace them with the keyframes I had just recorded. Then I selected the entire "Pose" and exported the .kf using default settings for Oblivion. After throwing the poses into an Omod and installing it, playing the game results in the new sneaking idle.... not being there... The character just stands up with their regular (nonsneaking) idle animation. Moving or equipping weapons makes them instantly start using their other weapon-specific idle poses, but the new animation is acting like it doesn't understand what the kf file is saying. I should also point out, before trying this (and after reverting the files), the previous sneakidle.kf still works as it did before, it's just the new one that causes issues. I'm not sure if it's a case of the ks file not being read properly by the game, if I didn't export properly (is there some special trick to it), if the filenaming isn't working right (Data\Meshes\Characters\_male\sneakidle.kf) EDIT - Alright, after taking a long read through the forums I'm going to call it a night and restart from the ground up tomorrow. EDIT 2 - Following some suggested tutorials helped in some ways, but now I have bones that suddenly lose track of their center point. Anyone know what causes this? Just the thigh bone is selected and rotation tool should only be rotating around the base of the bone, yet every limb including the head now acts like it's center point is ridiculously offset. It's very weird because before this the skeleton functioned as I would expect, but after following the tutorial to link it up with a mesh many bones are now completely fubar in this regard and are unable to be moved without horribly distorting the skeleton and mesh. Seriously Blender, a skeleton rig is not a hard concept.