Editing Arcane University:Mesh Collisions

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*'''Translation/Rotation:''' Translates and rotates the collision mesh. Only enabled in bhkRigidBodyT blocks.
 
*'''Translation/Rotation:''' Translates and rotates the collision mesh. Only enabled in bhkRigidBodyT blocks.
 
*'''<span id="inertia tensors"></span>Inertia Tensors:''' Determines the force necessary to rotate an object around each axis. Ideally would be calculated based on the mass and dimensions of the object, but can be copied from a similar vanilla object, or tweaked until it looks right in game. m11 corresponds to the X-axis, m22 to the y-axis, and m33 to the z-axis. Higher values make the object turn more slowly around that axis. Importantly, if a clutter object lacks inertia tensors, it will slide or float away when Havoked, carrying other nearby clutter with it. Conversely, if a static object has inertia tensors, it will move around when Havok simmed in CK, when it should not.
 
*'''<span id="inertia tensors"></span>Inertia Tensors:''' Determines the force necessary to rotate an object around each axis. Ideally would be calculated based on the mass and dimensions of the object, but can be copied from a similar vanilla object, or tweaked until it looks right in game. m11 corresponds to the X-axis, m22 to the y-axis, and m33 to the z-axis. Higher values make the object turn more slowly around that axis. Importantly, if a clutter object lacks inertia tensors, it will slide or float away when Havoked, carrying other nearby clutter with it. Conversely, if a static object has inertia tensors, it will move around when Havok simmed in CK, when it should not.
*'''Center:''' The center of mass. May not be where the object is held when picked up, since that is determined by the origin point of the nif. If the center of mass is not <tt>0,0,0</tt> in the rigid body, the object will turn over when picked up. If the center of mass is below z=0, the object will right itself when picked up. If the center of mass is above z=0, it will flip upside down.
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*'''Center:''' The center of mass. May not be where the object is held when picked up, since that is determined by the origin point of the nif. If the center of mass is not <tt>0,0,0</tt> in the rigid body, the object will turn over when picked up.
 
*'''Mass:''' Mass in kg.  
 
*'''Mass:''' Mass in kg.  
 
*'''Linear Damping:''' How much the object's linear velocity is slowed over time. Typically 0.1.
 
*'''Linear Damping:''' How much the object's linear velocity is slowed over time. Typically 0.1.

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