lepton: I had two issues using these animations, both already mentioned here, but i was able to fix them for me.
1) all animations played well, except the idle.kf, meaning the simple standing animation where no weapons are eqiped nor drawn - my player character would play the idle, but was buried half through the ground.
first i copied and pasted, deleted and such over and over, with no effect. Then i got blender, to have a look at the idle.kf. After comparing it with other animations from vanilla Oblivion and others (namely those from the Spellsinger mod) i noticed that there is one bone in the skeleton from this animations placed differently compared to the others, the "Scene Root Bip01" one. I repositioned it within the skeleton, moving it from its center, where "Bip01 NonAccum" and "Bip01 TailRoot" are, to its ground, centered between the feet. And that fixed it for me I can only guess that the height of this root bone is somehow not taken into account by the game when the animation is moving the player somehow around, like turning or moving forward, because any other animation from this mod worked fine.
Edit: I forgot to mention that i used the tutorial at
http://tesnexus.com/downloads/file.php?id=28326to get around with blender (well i don't know why i utilized an "adult" tutorial, but id worked quite fine for me as it's this kind of "explained for the noobish" i needed it to. Don't be shy, it's actually simple
1.1) as a quick sidenote, i noticed some people mentioning smoother transitions in this thread. I'm really new to this and don't know, if works as intended, but..
in blender, create a strip of the action(s) used in the animation (it's only one in this case) in the NLA editor, and then in the Strip / Strip Properties menu (N) adjust the values for IN and OUT under "Automatic-Blending" in the Blending section (default is 0). Thats the only possible options on such i've come across til now.
2) Someone was pulling his hair out, because the idle animation wouldn´t play continuously, and i experienced the same behavior so...
I had the animation files installed to the _male folder, so no esp version, as found on
http://tesnexus.com/downloads/file.php?id=27344Well i played around a bit with the names and types of animations in Oblivion and, by accident (actually i figured, a specialidle.kf would be responsable for the standard idle to be interrupted sometimes), had the idea to place a specialidle.kf file in my _male folder, just a copy from the idle.kf one. And that did it for me. Now i can move, jump, wait, anything... the default idle played would be the one from Shaklin afterwards, in every case. I tested this quite a long time and by default the idle "interrupting" the default one used, played 1 or 2 seconds after having moved somehow, with a random percentage. So no more "having a breath" for my character when idleing with the specialidle.kf "installed".
As to the fact that the animation would be used by ANYone in the game when placed in the _male folder, there are two alternatives i knew of by now:
the one mentioned above (or below ) and MAO Mayu's Animation Overhaul. I have to repeat, i'm not using the esp version of this mod, but mao, so that any animation in and below the _male folder will only be used by the player.