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hkMotionType

Bethesda Havok, based on hkpMotion::MotionType. Motion type of a rigid body determines what happens when it is simulated.

Choices

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_INERTIA Simulation is performed using a sphere inertia tensor.
3 MO_SYS_SPHERE_STABILIZED This is the same as MO_SYS_SPHERE_INERTIA, except that simulation of the rigid body is "softened".
4 MO_SYS_BOX_INERTIA 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

Storage Type

byte

Found In