Difference between revisions of "Jiggle bones"
(→Objects that use jiggle bones) |
SilverForce (talk | contribs) m (I'm pretty sure the pupil is not jiggledboned... It's the eyeball.) |
||
Line 67: | Line 67: | ||
|- | |- | ||
| '''[[Googly Gazer]]''' | | '''[[Googly Gazer]]''' | ||
− | |align="left"| The | + | |align="left"| The eye. |
|- | |- | ||
| {{Class link|Medic}} | | {{Class link|Medic}} |
Revision as of 17:05, 10 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