Difference between revisions of "Jiggle bones"
m (Spiral sallet is an all class hat now so i changed it) |
m (added tail and wings for pyro.) |
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Line 31: | Line 31: | ||
|align="left"| The leather loop. | |align="left"| The leather loop. | ||
|- | |- | ||
− | | rowspan= | + | | rowspan=13|{{Class link|Pyro}} |
| rowspan=8|[[Hats]] | | rowspan=8|[[Hats]] | ||
| '''[[Connoisseur's Cap]]''' | | '''[[Connoisseur's Cap]]''' | ||
Line 57: | Line 57: | ||
|align="left"| The skulls. | |align="left"| The skulls. | ||
|- | |- | ||
− | | rowspan= | + | | rowspan=5|[[Miscellaneous items|Misc.]] |
| '''[[Stockbroker's Scarf]]''' | | '''[[Stockbroker's Scarf]]''' | ||
|align="left"| The tie. | |align="left"| The tie. | ||
Line 66: | Line 66: | ||
| '''[[Cremator's Conscience]]''' | | '''[[Cremator's Conscience]]''' | ||
|align="left"| The dolls. | |align="left"| The dolls. | ||
+ | |- | ||
+ | || '''[[Fallen Angel]]''' | ||
+ | |align="left"| The wings. | ||
+ | |- | ||
+ | || '''[[Tail from the Crypt]]''' | ||
+ | |align="left"| The tail. | ||
|- | |- | ||
| rowspan=5|{{Class link|Demoman}} | | rowspan=5|{{Class link|Demoman}} |
Revision as of 19:59, 31 October 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