NIF Objects | Compound Types | Enum Types | Basic Types | File Versions
Number | Name | Description |
---|---|---|
0 | MO_SYS_INVALID | Invalid |
1 | MO_SYS_DYNAMIC | A fully-simulated, movable rigid body. At construction time the engine checks the input inertia and selects MO_SYS_SPHERE_INERTIA or MO_SYS_BOX_INERTIA as appropriate. |
2 | MO_SYS_SPHERE | Simulation is performed using a sphere inertia tensor. |
3 | MO_SYS_SPHERE_INERTIA | This is the same as MO_SYS_SPHERE_INERTIA, except that simulation of the rigid body is "softened". |
4 | MO_SYS_BOX | Simulation is performed using a box inertia tensor. |
5 | MO_SYS_BOX_STABILIZED | This is the same as MO_SYS_BOX_INERTIA, except that simulation of the rigid body is "softened". |
6 | MO_SYS_KEYFRAMED | Simulation is not performed as a normal rigid body. The keyframed rigid body has an infinite mass when viewed by the rest of the system. (used for creatures) |
7 | MO_SYS_FIXED | This motion type is used for the static elements of a game scene, e.g. the landscape. Faster than MO_SYS_KEYFRAMED at velocity 0. (used for weapons) |
8 | MO_SYS_THIN_BOX | A box inertia motion which is optimized for thin boxes and has less stability problems |
9 | MO_SYS_CHARACTER | A specialized motion used for character controllers |