In general, look what I found, dear pepperman35. By itself, a single animation of any type (it does not matter, this animation with bones, with texture, with a mesh) does not need a manager, and does not need anything at all except materials, and collisions if collisions are necessary (not in the case of clothes) ... Basic animation from max is almost immediately ready for use in the game. Each animation has controllers. They can be easily expanded into nifscop in "block List" and "block Details". For example NiTransformController, or the one that I described earlier. All controllers have a flag. This flag has a total of 3 "cycle, revers, clamp" states. By switching to cycle, we can loop any animation in real time and it will play in the game.You can run any static art meshes in the same way. Animations that just need to run continuously, that don't need sequences. This is ideal for the same fountains, or clocks, fans, animated panels, lighting fixtures, and, as you can see, for animation of clothes.https://youtu.be/fdVILA9QUyA Do you have any plans on creating a small video tutorial on the how to? This is really awesome! And i think I understood the process from what you explained, but i'm not 100% sure. I definetly need to give it a go, but if you plan to do either a video on the how to do or a writen tuttorail with step by step explanation and screenshot then I'll definetly wait for that as it woul increase the chances of success.