Thank you for the answers! Here's my problem:
I am working on patches for Realistic Boat Bobbing to be compatible with other mods, starting with the Great City of Solitude. RBB, if you're not familiar with it, animates floating boats with a simple series of translations on a 20 second loop. Which is fine, for the boats. When you put an object ON a bobbing boat, the object remains still and clips in and out of the boat. But for an object to bob WITH the boat, the objects center of rotation has to be the same as the boat--it can't rotate around it's own center, the way the boat does. So you must move the object the the same coordinates as the boat, then add the X, Y, and Z vectors relative to the boat that will put the object where you want it to be (requires some trigonometry) to the objects NIF as translations. That way the center of rotation stay put, but the object shows where it should, and it's movement is coordinated with the boat in both size and magnitude (every object requires its own NIF).
So far, I've been able to do this without TOO much trouble for any object that the original author had already animated. Now, I am trying to animate new objects and having mixed success. I've come to understand the animation components pretty well--enough that I have adjusted the timing on some for variety--but I barely understand the technicalities of meshes and textures (which is okay for now--I don't need to for this) and there are a few parts of the NIF that I don't understand at all. Specifically, what is NiDefaultAVObjectPalette? The help file said something about it being a quick reference for parts of the NIF, but I'm not understanding that. In the case of the NIF I am looking at, it has 10 entries in NiDefaultAVObjectPalette, most of which are named for just two references with a variety of semicolon and numbers after them, and most have no object associated! So I am not understanding the purpose. If anyone could enlighten me, I would be most grateful.