Difference between revisions of "Jiggle bones"
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|align="left"| The ponytail. | |align="left"| The ponytail. | ||
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− | | rowspan= | + | | rowspan=3|{{Class link|Soldier}} |
| rowspan=2|[[Weapons]] | | rowspan=2|[[Weapons]] | ||
| '''[[Black Box]]''' | | '''[[Black Box]]''' | ||
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| '''[[Buff Banner]]''' | | '''[[Buff Banner]]''' | ||
|align="left"| The flag. | |align="left"| The flag. | ||
+ | |- | ||
+ | | rowspan=1|[[Hats]] | ||
+ | | '''[[Spiral Sallet]]''' | ||
+ | |align="left"| The plume on the back. | ||
|- | |- | ||
| rowspan=7|{{Class link|Pyro}} | | rowspan=7|{{Class link|Pyro}} |
Revision as of 00:26, 15 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