NIF File Format Documentation

NIF Objects | Compound Types | Enum Types | Basic Types | File Versions

bhkRigidBodyT

Unknown.

Attributes

Name Type Arg Arr1 Arr2 Cond Description FromTo
From NiObject
From bhkRefObject
From bhkSerializable
From bhkWorldObject
Shape Ref<bhkShape> Link to the body for this collision object.
Layer OblivionLayer Sets mesh color in Oblivion Construction Set.
Col Filter byte The first bit sets the LINK property and controls whether this body is physically linked to others. The next bit turns collision off. Then, the next bit sets the SCALED property in Oblivion. The next five bits make up the number of this part in a linked body list.
Unknown Short ushort Unknown.
From bhkEntity
From bhkRigidBody
Unknown Int 1 int Unknown. Could be 2 shorts corresponding to Unknown 7 Shorts[1] and [2].
Unknown Int 2 int Unknown.
Unknown 3 Ints int 3 Unknown. Could be 3 floats.
Collision Response? hkResponseType The collision response. See hkResponseType for hkpWorld default implementations.
Unknown Byte byte Unknown
Process Contact Callback Delay? ushort Lowers the frequency for processContactCallbacks. A value of 5 means that a callback is raised every 5th frame.
Unknown 2 Shorts ushort 2 Unknown.
Layer Copy OblivionLayer Copy of Layer value?
Col Filter Copy byte Copy of Col Filter value?
Unknown 7 Shorts ushort 7 Unknown.
Oblivion defaults: 0 21280 2481 62977 65535 44 0
Skyrim defaults: 0 56896 1343 0 0 1 65535 (fourth and fifth element *must* be zero)
Translation Vector4 A vector that moves the body by the specified amount. Only enabled in bhkRigidBodyT objects.
Rotation QuaternionXYZW The rotation Yaw/Pitch/Roll to apply to the body. Only enabled in bhkRigidBodyT objects.
Linear Velocity Vector4 Linear velocity.
Angular Velocity Vector4 Angular velocity.
Inertia InertiaMatrix Defines how the mass is distributed among the body.
Center Vector4 This seems to be used to relocate the object's center of mass. Useful for balancing objects in contraints.
Mass float The body's mass in kg. A mass of zero represents an immovable object.
Linear Damping float Damping value for linear movement. A value that is too small fixes the object in place.
Angular Damping float Damping value for angular movement.
Unknown TimeFactor or GravityFactor 1 float Unknown.
Unknown TimeFactor or GravityFactor 2 float Unknown.
Friction float The body's friction.
RollingFrictionMultiplier? float Unknown.
Restitution float The body's restitution (elasticity).
If the restitution is not 0.0 the object will need extra CPU for all new collisions.
Try to set restitution to 0 for maximum performance (e.g. collapsing buildings)
Max Linear Velocity float Maximal linear velocity.
Max Angular Velocity float Maximal angular velocity. Pi x 10?
Penetration Depth float The maximum allowed penetration for this object.
This is a hint to the engine to see how much CPU the engine should invest to keep this object from penetrating.
A good choice is 5% - 20% of the smallest diameter of the object.
Motion System MotionSystem Motion system? Overrides Quality when on Keyframed?
Deactivator Type DeactivatorType The initial deactivator type of the body.
Solver Deactivation SolverDeactivation Usually set to 1 for fixed objects, or set to 2 for moving ones. Seems to always be same as Unknown Byte 1.
Quality Type MotionQuality The motion type. Determines quality of motion?
Unknown Int 6 uint Unknown.
Unknown Int 7 uint Unknown.
Unknown Int 8 uint Unknown.
Unknown Int 81 uint Unknown. Skyrim only.
Num Constraints uint The number of constraints this object is bound to.
Constraints Ref<bhkSerializable> Num Constraints Unknown.
Unknown Int 9 uint 0 = do not respond to wind, 1 = respond to wind (?)
Unknown Int 91 ushort Unknown.
From bhkRigidBodyT

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