Blender make a pose for Fallout 3
Tutorial for make a pose with Blender.
Fallout mod manager by Timeslip to unpack body meshes and skeleton.nif from .bsa
kfupdater by tazpn to update .kf file
There's no problem to make pose/animation with latest version of those programs, so just use latest version.
And here is simple rigged skeleton with body mesh for Blender.
load that .blend file or import skeleton.nif and rigging your own.
Make a pose how you want. small tips for rotate bones: R is a shortcut key for rotate, and R -> R is rotate with local coordinates. so it makes bone rotates naturally. The location and rotation of the NonAccum bone is same as character's location and rotation in game.
When you've done, press I key for insert key to the anim. We usually use LocRot (Location and Rotate) for Fallout 3 posing.
Not necessary, but clear the body mesh parent before export and it makes exporting faster for a .kf file.
If you don't want any effect on some bones.(e.g. weapon etc.) Delete it from your pose.
Nothing special. It's exporting settings. Choose .kf option for export a kf file.
Nothing special but specialidle.nif. to use a kf file as pose in F3, the name(not a file name, the value of NiControllerSequence.)must be "SpecialIdle" or sometimes "SpecialIdle_XXX". If you are making an idle motion, it must be "Idle". "Cycle_Loop" makes it can be interrupted by any other animation and enable looping. You can edit looping time by Start time and Stop time value. Those times doesn't mean length of the anim.
Play length setting. Two of the text keys value must be "Start" and "End".
This is a way for me to make a pose, so i don't think this is the best way though. It works for me.
Thanks for reading.