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                  object --+                                        
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      utils.graph.DetailNode --+                                    
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          utils.graph.GlobalNode --+                                
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object_models.xml.struct_.StructBase --+                            
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                     NifFormat._NiObject --+                        
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                          NifFormat.NiObject --+                    
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                         NifFormat._bhkRefObject --+                
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                              NifFormat.bhkRefObject --+            
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                               NifFormat.bhkSerializable --+        
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                                    NifFormat.bhkWorldObject --+    
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                                             NifFormat.bhkEntity --+
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                                                                  NifFormat._bhkRigidBody
    
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     Inherited from   | 
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     Inherited from  Inherited from   | 
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        _attribute_list = 
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        _attrs = 
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        _names = 
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     Inherited from  Inherited from  Inherited from  Inherited from   | 
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        angular_damping Damping value for angular movement.  | 
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        angular_velocity Angular velocity.  | 
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        center This seems to be used to relocate the object's center of mass.  | 
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        col_filter_copy Copy of Col Filter value?  | 
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        constraints Unknown.  | 
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        friction The body's friction.  | 
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        inertia Defines how the mass is distributed among the body.  | 
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        layer_copy Copy of Layer value?  | 
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        linear_damping Damping value for linear movement.  | 
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        linear_velocity Linear velocity.  | 
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        mass The body's mass in kg.  | 
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        max_angular_velocity Maximal angular velocity.  | 
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        max_linear_velocity Maximal linear velocity.  | 
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        motion_system Motion system? Overrides Quality when on Keyframed?  | 
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        num_constraints The number of constraints this object is bound to.  | 
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        penetration_depth The maximum allowed penetration for this object.This is a hint to the engine to see how much CPU the engine should invest to keep this object from penetrating.A good choice is 5% - 20% of the smallest diameter of the object.  | 
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        quality_type The motion type.  | 
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        restitution The body's restitution (elasticity).If the restitution is not 0.0 the object will need extra CPU for all new collisions.Try to set restitution to 0 for maximum performance (e.g.  | 
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        rotation The rotation Yaw/Pitch/Roll to apply to the body.  | 
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        translation A vector that moves the body by the specified amount.  | 
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        unknown_4_shorts Unknown.  | 
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        unknown_5_floats Unknown.  | 
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        unknown_7_shorts Unknown.  | 
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        unknown_byte_1 Deactivator Type? Usually set to 1 for fixed objects, or set to 2 for moving ones.  | 
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        unknown_byte_2 Solver deactivation? Usually set to 1 for fixed objects, or set to 2 for moving ones.  | 
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        unknown_int_6 Unknown.  | 
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        unknown_int_7 Unknown.  | 
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        unknown_int_8 Unknown.  | 
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        unknown_int_9 0 = do not respond to wind, 1 = respond to wind (?)  | 
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     Inherited from  Inherited from   | 
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  _attribute_list
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  _attrs
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  _names
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  angular_dampingDamping value for angular movement.
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  angular_velocityAngular velocity.
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  centerThis seems to be used to relocate the object's center of mass. Useful for balancing objects in contraints.
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  col_filter_copyCopy of Col Filter value?
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  constraintsUnknown.
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  frictionThe body's friction.
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  inertiaDefines how the mass is distributed among the body.
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  layer_copyCopy of Layer value?
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  linear_dampingDamping value for linear movement. A value that is too small fixes the object in place.
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  linear_velocityLinear velocity.
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  massThe body's mass in kg. A mass of zero represents an immovable object.
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  max_angular_velocityMaximal angular velocity. Pi x 10?
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  max_linear_velocityMaximal linear velocity.
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  motion_systemMotion system? Overrides Quality when on Keyframed?
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  num_constraintsThe number of constraints this object is bound to.
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  penetration_depthThe maximum allowed penetration for this object.This is a hint to the engine to see how much CPU the engine should invest to keep this object from penetrating.A good choice is 5% - 20% of the smallest diameter of the object.
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  quality_typeThe motion type. Determines quality of motion?
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  restitutionThe body's restitution (elasticity).If the restitution is not 0.0 the object will need extra CPU for all new collisions.Try to set restitution to 0 for maximum performance (e.g. collapsing buildings)
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  rotationThe rotation Yaw/Pitch/Roll to apply to the body. Only enabled in bhkRigidBodyT objects.
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  translationA vector that moves the body by the specified amount. Only enabled in bhkRigidBodyT objects.
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  unknown_4_shortsUnknown.
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  unknown_5_floatsUnknown.
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  unknown_7_shortsUnknown.
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  unknown_byte_1Deactivator Type? Usually set to 1 for fixed objects, or set to 2 for moving ones. Seems to always be same as Unknown Byte 2.
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  unknown_byte_2Solver deactivation? Usually set to 1 for fixed objects, or set to 2 for moving ones. Seems to always be same as Unknown Byte 1.
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  unknown_int_6Unknown.
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  unknown_int_7Unknown.
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  unknown_int_8Unknown.
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  unknown_int_90 = do not respond to wind, 1 = respond to wind (?)
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