Difference between revisions of "Jiggle bones"
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! class="header" | Location of jiggle bones | ! class="header" | Location of jiggle bones | ||
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− | | rowspan= | + | | rowspan=3|{{Class link|Scout}} |
+ | | rowspan=1|N/A | ||
+ | | Dog tags | ||
+ | |align="left"| The dog tags Scout wears. | ||
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| rowspan=2|[[Weapons]] | | rowspan=2|[[Weapons]] | ||
| '''[[Mad Milk]]''' | | '''[[Mad Milk]]''' |
Revision as of 14:06, 8 April 2011
Jiggle bones are a feature of the Source Engine that allow a model skeleton to bounce or wiggle realistically with the object it is attached to. The effect is calculated and rendered in real time, giving a more realistic depiction of the way the part would move. Jiggle bones are used frequently on several items in Team Fortress 2 to add to their appearance.
Objects that use jiggle bones
Demonstration
Bugs
- Currently, all jigglebones will appear fixed at their furthest position during movement. Whilst in this position they seem to vibrate.
External links
- $jigglebone on the Valve Developer Community – technical explanation of
$jigglebone