Т.к. в дефолтном виде содержит неправильное представление об одном параметре в KeyFrameData.
Выдержка из оригинальной справки. NDL Gamebryo 1.1
Animation Keys
The data that the controllers use to control their targets are contained in keys, most of which are derived from the NiAnimationKey class. Most time controllers will reference a series of keys, each of which contains a time and some value associated with that time, although a time controller is not required to use keys. For example, an NiPosKey, which indicates position in 3-space, contains a time value and an NiPoint3. A controller that modifies position, such as an NiPathController or NiKeyframeController, will have access to a series of NiPosKeys. When Update is called, the controller will modify the time value based on frequency, phase, CycleType, and AnimType, and use that value with its keys to interpolate the keys' associated values. Note that the method of interpolation depends on the key type and the controller type. The interpolated value will then be applied to the controller's target in whatever manner that controller is designed to manipulate.