diff --git a/nif.xml b/nif.xml index 97f747f798bd4b2b880704b8627b82007443e7e8..d9b908bf67ca5546f8535e655e5bc6f87a85104c 100644 --- a/nif.xml +++ b/nif.xml @@ -1776,8 +1776,8 @@ </compound> <compound name="BallAndSocketDescriptor"> - <add name="Translation A" type="Vector4" /> - <add name="Translation B" type="Vector4" /> + <add name="Pivot A" type="Vector4">Pivot point in the local space of entity A.</add> + <add name="Pivot B" type="Vector4">Pivot point in the local space of entity B.</add> </compound> <compound name="PrismaticDescriptor"> @@ -2239,7 +2239,7 @@ <add name="Ball and Socket" type="BallAndSocketDescriptor">Describes a ball and socket constraint</add> </niobject> - <compound name="PivotAB"> + <compound name="ConstraintInfo"> Two Vector4 for pivot in A and B. <add name="Pivot In A" type="Vector4" /> <add name="Pivot In B" type="Vector4" /> @@ -2247,12 +2247,12 @@ <niobject name="bhkBallSocketConstraintChain" abstract="0" inherit="bhkSerializable"> A Ball and Socket Constraint chain. - <add name="Num Pivots" type="uint" /> - <add name="Pivots" type="PivotAB" arr1="Num Pivots / 2" /> - <add name="Tau" type="float" /> - <add name="Damping" type="float" /> - <add name="Constraint Mixing Force" type="float" /> - <add name="Max Error Distance" type="float" /> + <add name="Num Pivots" type="uint">Number of pivot points. Divide by 2 to get the number of constraints.</add> + <add name="Pivots" type="ConstraintInfo" arr1="Num Pivots / 2">Two pivot points A and B for each constraint.</add> + <add name="Tau" type="float" default="1.0">High values are harder and more reactive, lower values are smoother.</add> + <add name="Damping" type="float" default="0.6">Defines damping strength for the current velocity.</add> + <add name="Constraint Force Mixing" type="float" default="1.1920929e-08">Restitution (amount of elasticity) of constraints. Added to the diagonal of the constraint matrix. A value of 0.0 can result in a division by zero with some chain configurations.</add> + <add name="Max Error Distance" type="float" default="0.1">Maximum distance error in constraints allowed before stabilization algorithm kicks in. A smaller distance causes more resistance.</add> <add name="Num Entities A" type="uint">Number of links in the chain</add> <add name="Entities A" type="Ptr" template="NiObject" arr1="Num Entities A" /> <add name="Num Entities" type="uint" default="2">Hardcoded to 2. Don't change.</add> @@ -5599,7 +5599,7 @@ A breakable constraint. <add name="Sub Constraint" type="SubConstraint">Constraint within constraint.</add> <add name="Threshold" type="float">Amount of force to break the rigid bodies apart?</add> - <add name="Remove if Broken" type="bool">Unknown</add> + <add name="Remove When Broken" type="bool" default="0">No: Constraint stays active. Yes: Constraint gets removed when breaking threshold is exceeded.</add> </niobject> <niobject name="bhkOrientHingedBodyAction" abstract="0" inherit="bhkSerializable"> @@ -5616,11 +5616,12 @@ </niobject> <niobject name="bhkPoseArray" inherit="NiObject"> - Found in Fallout 3, extra ragdoll info for NPCs/creatures. (usually idleanims\deathposes.psa) - <add name="Num Bones" type="int">Number of target bones</add> - <add name="Bones" type="string" arr1="Num Bones">Bones in index</add> - <add name="Num Poses" type="int">Unknown</add> - <add name="Pose Array" type="BonePoseArray" arr1="Num Poses">Unknown</add> + Found in Fallout 3, extra ragdoll info for NPCs/creatures (usually idleanims\deathposes.psa). + Defines different kill poses that are selected randomly after death. + <add name="Num Bones" type="int">Number of target bones.</add> + <add name="Bones" type="string" arr1="Num Bones">Array of bone names.</add> + <add name="Num Poses" type="int">Number of poses.</add> + <add name="Poses" type="BonePoseArray" arr1="Num Poses">Array of poses.</add> </niobject> <niobject name="bhkRagdollTemplate" inherit="NiObject">