[NIF with collision for an activator that moves]
(using NifSkope and the CK...versions shouldn't really matter at this point, unless you're using NifSkope from Obliv heheh)
- copy/paste over the appropriate collision WITH it's visible geometry (the whole bsFade node)
- place that bsFadeNode under the root node (so it adds one extra child to the root)
- translate/rotate/scale that bsFadeNode as needed (to position the collision)
- in the spliced bsFadeNode, delete the visible geometry after it's positioned (the niTriShapes/etc, but LEAVE the bhkColl and the bsxFlags if there is one)
- the root node needs a bsxFlags set to 130 (there shouldn't be any other bsxFlags anywhere.. at least there doesn't HAVE to be, I know that much.. for what I need anyways)
- convert the collision's 'body node' to a bhkRigidBodyT (regular rigidBody won't work.. no collision)
- select that bhkRigidBodyT; set the 'layer' and the 'layer copy' both to ol_anim_static (ol_static will correct the collision after the transTo is done, but doesn't work during the transTo)
- set the 'motion system' to mo_sys_box (dynamic makes it jumpy, box_stablized doesn't move during transTo)
- the 'deactivator type', 'solver deactivation', and 'quality type' should be set to never, off, and invalid (respectively)
= then of course create an activatorObject pointing to that NIF in an appropriate folder
Now about the moving platform thing... I've given it some thought, and did a bit of experimenting. Not exactly for what you (Phinix) want, but the info should help nevertheless. If an object on a platform has a light enough weight ('mass' in the NIF), and the 'friction' is high enough to keep it from slipping... it'll stay on a moving platform - whether it be a generic collision box or custom collision (like above).
BUT that doesn't address you're query as to achieve 'inertial mass'... but I may have to resort to something in my ship mod which you are trying to do (hence my bit-o-thought). From what I read, it sounds like you've been making a single box and trying to contain something in it. That will almost certainly never work, as collision only works one-way (though in Obliv I think it may have been different).
My idea, that I'll be testing soon enough, is to have several boxes - since things react to the OUTSIDE of them (one for each direction). It's no problem scripting-wise... I've successfully gotten over a dozen objects to move relatively in-synch (especially when their invisible like coll-boxes heheh). It's a matter of whether the SPEED and MASS will cause the collision to break (and maybe 'restitution'.. which affects bounciness from what I understand). But from what I saw with that horse I was slapping around with a telephone pole.... there's a good chance it can be pulled off.
It isn't the same line of thought, and it CERTAINLY won't help what you want regarding jumping, but using a setVehicle creates VERY smooth movement (since only one object is scripted to move). I use this as an alternative view-mode in my ship mod.. for those who have lower-end systems, don't like the jittery-ness I like, or simply want a better view while sailing. There's not much to the NIF structure to pull it off.. lemme know if that's something you or anyone else is interested in.