Difference between revisions of "Jiggle bones"
SilverForce (talk | contribs) (The entire eyeball of Googly Gazer is jiggleboned.) |
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! class="header" | Location of jiggle bones | ! class="header" | Location of jiggle bones | ||
|- | |- | ||
− | | rowspan= | + | | rowspan=3|{{Class link|Scout}} |
| rowspan=2|[[Weapons]] | | rowspan=2|[[Weapons]] | ||
| '''[[Mad Milk]]''' | | '''[[Mad Milk]]''' | ||
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| '''[[Holy Mackerel]]''' | | '''[[Holy Mackerel]]''' | ||
|align="left"| The fish. | |align="left"| The fish. | ||
+ | |- | ||
+ | | rowspan=1|[[Hats]] | ||
+ | | '''[[Hero's Tail]]''' | ||
+ | |align="left"| The ponytail. | ||
|- | |- | ||
| rowspan=2|{{Class link|Soldier}} | | rowspan=2|{{Class link|Soldier}} |
Revision as of 01:47, 14 May 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