NIF Objects | Compound Types | Enum Types | Basic Types | File Versions
| Name | Type | Description |
|---|---|---|
| Pivot A | Vector4 | Pivot point around which the object will rotate. |
| Axle A | Vector4 | Axis of rotation. |
| Perp2 Axle In A1 | Vector4 | Vector in the rotation plane which defines the zero angle. |
| Perp2 Axle In A2 | Vector4 | Vector in the rotation plane, orthogonal on the previous one, which defines the positive direction of rotation. This is always the vector product of Axle A and Perp2 Axle In A1. |
| Pivot B | Vector4 | Pivot A in second entity coordinate system. |
| Axle B | Vector4 | Axle A in second entity coordinate system. |
| Perp2 Axle In B2 | Vector4 | Perp2 Axle In A2 in second entity coordinate system. |
| Axle A | Vector4 | Axis of rotation. |
| Perp2 Axle In A1 | Vector4 | Vector in the rotation plane which defines the zero angle. |
| Perp2 Axle In A2 | Vector4 | Vector in the rotation plane, orthogonal on the previous one, which defines the positive direction of rotation. This is always the vector product of Axle A and Perp2 Axle In A1. |
| Pivot A | Vector4 | Pivot point around which the object will rotate. |
| Axle B | Vector4 | Axle A in second entity coordinate system. |
| Perp2 Axle In B1 | Vector4 | Perp2 Axle In A1 in second entity coordinate system. |
| Perp2 Axle In B2 | Vector4 | Perp2 Axle In A2 in second entity coordinate system. |
| Pivot B | Vector4 | Pivot A in second entity coordinate system. |
| Min Angle | float | Minimum rotation angle. |
| Max Angle | float | Maximum rotation angle. |
| Max Friction | float | Maximum friction, typically either 0 or 10. In Fallout 3, typically 100. |
| Motor | MotorDescriptor |