Interesting, tell me more please, I'm not modding myself so I don't know the details on soundscripts and triggers. If there's a mod in the repository which does this, give me a link please.
Step 44 - Hit spacebar to play the animation in Blender
You can see the anim is really really basic, but it's a smooth loop nonetheless. Improving it is just a matter of adding more keyframes and doing better poses.
Step 41 - Paste keyframe at pos 39
Since we made it 20 frames between the 2 main poses, the whole anim must last exactly 39 frames so that we end at frame 0. Paste the copied frame at position 39.
Step 40 - Copy the keyframe at pos 1
Select the keyframe at position 1 by clicking it with mouse. Right click the Timeline window and choose Copy from the menu.
Step 39 - Capture a frame at position 1
Now, we want to close the loop by returning from the current pose back to original pose. However, we can't just copy and paste the first keyframe because that would add a slight pause to the movement. We need to make the the final keyframe to be just...
Step 38 - Second walk animation frame
Walking has 2 major "moments": one where right arm and left leg are at the front, and second where it's opposite. We captured the first moment in the first keyframe, now we need to capture the other moment. Move the slider in the Timeline window to frame...
Step 37 - Your first animation frame
There are 2 screenshots here because of a popup menu.
Rotate camera to side view and pose the character as if walking. Notice I tilted the body forward a bit and the head back a bit. When happy with the pose, insert an animation keyframe using the top menu...
Step 36 - Try posing the character
This is just a test to see if the character animates right. Make sure you undo everything using Ctrl+Z afterwards.
Use Grab/Rotate/Scale tools on the bones to pose the character. Note that moving the body bone moves everything else (since we parented all body...
Step 35 - Enter pose mode
This is the moment of truth - we'll test if the character actually animates. With the armature object selected, pick "Pose mode" from the top menu.
Step 34 - Assign verts to the vertex groups
Blender has a "select linked" feature: select one vertex with mouse, then press 'Ctrl + L' to select all other vertices which are reachable via edges. Let's use this to select the head vertices. Then, select the "head bone" vertex group and press...
Step 33 - Take a look at vertex groups
The principle of skeletal animation is that each bone moves a part of the mesh along with it. This means there must be some link between the bone and the vertices it's supposed to move. In Blender, this linking is done using Vertex Groups - for each bone...
Step 32 - Link the armature (skeleton) to the mesh (3d model)
This is a major milestone - until now, the mesh was just a still figure, but now it becomes a rigged puppet. There is more than one way to do this, ranging from fully automated to fully manual, and I'm going to take the manual route...
Step 31 - Link the leg bones to body bone
Typically human rigs have a separate chest and hips bones, but for simplicity, we'll parent the legs to the body bone. The process is the same as in previous step.
Step 30 - Link the hand bones to the body bone
This process involves a pop-up window so there's more than 1 screenshots in this step.
We want the hand bones to stay where they are but move along with the body. In Blender, this is done by Parenting.
Deselect everything using 'Alt + A'. Then...
Step 29 - Add bones for hands and legs
Use the Extrude function to create bone for the lower hand. Select the 2 right hand bones and press 'Shift + D' to duplicate them, then place them at the left hand. Repeat to do the legs. Be sure to name all bones well.
Step 27 - Place and name the hand bone
Use grab mode and scale mode like before. The scaling pivot is still set to "Individual origins", so the bone will scale along it's base. Also rename the bone - Use .R at the end because it's a Blender convention which also provides some benefits.
Blender...
Step 26 - Add hand bone
For maximum simplicity, let's just add 2 bones for each hand and each leg. Blender allows skeletons to have separate bones, or bones connected with a gap.