Difference between revisions of "Jiggle bones"
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|align="left"| The pupils. | |align="left"| The pupils. | ||
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− | | rowspan= | + | | rowspan=3|{{Class link|Demoman}} |
− | | rowspan= | + | | rowspan=3|[[Hats]] |
| '''[[Hustler's Hallmark]]''' | | '''[[Hustler's Hallmark]]''' | ||
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| '''[[Sober Stuntman]]''' | | '''[[Sober Stuntman]]''' | ||
|align="left"| The straps. | |align="left"| The straps. | ||
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+ | | '''[[Conjurer's Cowl]]''' | ||
+ | |align="left"| The tail of the hood. | ||
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| rowspan=2|{{Class link|Heavy}} | | rowspan=2|{{Class link|Heavy}} |
Revision as of 00:54, 1 June 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.
Trivia
- Jigglebones will be automatically frozen below a given framerate (45 fps by default), set by
cl_jiggle_bone_framerate_cutoff
.
External links
- $jigglebone on the Valve Developer Community – technical explanation of
$jigglebone