Well, be patient, because plan B was a bust.
To make the canopy an actor, it needs a skeleton, and a behavior graph. And the latter needs Havok tools, which require 3DS MAX, or Maya. I use Blender.
So it was back to plan A, which started to look a lot better when I went to Nightcaller Temple and noticed that the Vermina Statue door uses controlled transparency. There's already an animation behavior set up for that, so it's just a matter of getting the controllers defined properly for the mesh.
Of course the controller/interpolater/manager linkage in nif's is not exactly simple, and it's still crashing the CK when it gets loaded. But at least I have a working example that does what I'm trying to do.
I took a break in the middle of it all to make
this. It was a bit tedious adding the wood back where I ripped the iron tire off, but at least I knew it would work. Next time I get stuck, I'll make a spider - i.e. just the hub and spokes.
Edit: Found it!! I had a bad NiBlendFloatInterpolater with everything zeroed out. That's not to say it's working exactly the way I wanted yet, but it's a lot closer. I still have to adjust the fade timings, but the canopy does now appear and disappear on demand. The texture needs work, and the mesh needs a few vertices moved, and seams creased, and a few strings added, and ...
This post has been edited by ghastley: Nov 1 2015, 03:56 PM