Difference between revisions of "Jiggle bones"
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|align="left"| The eye. | |align="left"| The eye. | ||
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− | | {{Class link|Medic}} | + | | rowspan=2|{{Class link|Medic}} |
− | | [[Weapons]] | + | | rowspan=1|[[Weapons]] |
| '''[[Vita-Saw]]''' | | '''[[Vita-Saw]]''' | ||
− | |align="left"| The liquid | + | |align="left"| The liquid within the container |
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+ | | rowspan=1|[[Hats]] | ||
+ | | '''[[Doctor's Sack]]''' | ||
+ | |align="left"| The entire ice-pack | ||
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| {{Class link|Sniper}} | | {{Class link|Sniper}} |
Revision as of 22:42, 18 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