oh great!
I receive often messages by people telling me which version to download, that the version they downloaded didn't let them import/export the files, etc...
so I am sure they can work with them.
I could do it in a couple of weeks, if I understand a lates thing
THe latest thing I have not understood about Npcs import/export, is why the Bip01 (I am talking about morrowind animatin files), when imported, is named in Blender Bip01.00, and all the extra bones are named with a .00 at the end, so we have "Shield Bone.00", "Weapon Bone.00", etc...

But, if I export the animation, they are exported correctly as Bip01, "Weapon Bone", etc.. and works fine
While if I rename them, in Blender, Bip01, Weapon Bone, etc... then they are exported as Bip01.00, Weapon Bone.00 etc..

and do not work in game
BUT
if I import any other item, say a chair, to test a sitting animation, and then export the animation, the armature and the extra bones (that in Blender are named Bip01.00, Weapon Bone.00 etc) are not automatically renamed as Bip01, Weapon Bone etc... in the exported file, and do not work in game.
But in this case, if I rename the Bip01.00 as Bip01, and all the other extra bones without the ".00", they are exported correctly.
(I tried also just importing and deleting a chair, and then export the animation, and I got the same result)
SO:
- the Bip01 imported, and the extra bones, are named Bip01.00 and so on, but they are exported correctly, while if I rename them withou the ".00" in Blender, they are exported as Bip01.00 etc..
- if I import any other item other than the "xAnimation.Nif", the Bip01.00 is exported as Bip01.00 and doesn't work and so all the other extra bones. In this case, when I import any other item, I have to rename in Blender the Bip01.00 to Bip01 and so all the other extra bones, before the exporting.