Difference between revisions of "Jiggle bones"
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| align="left" | The tube. | | align="left" | The tube. | ||
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− | | rowspan=" | + | | rowspan="4" | {{Class link|Sniper}} |
− | | rowspan=" | + | | rowspan="2" | [[Weapons]] |
+ | | '''[[Jarate]]''' | ||
+ | | align="left" | The urine inside the jar. | ||
+ | |- | ||
| '''[[Darwin's Danger Shield]]''' | | '''[[Darwin's Danger Shield]]''' | ||
− | | align="left" | The crocodile's tail. | + | | align="left" | The crocodile's tail. |
|- | |- | ||
| rowspan="1" | [[Hats]] | | rowspan="1" | [[Hats]] |
Revision as of 23:30, 2 November 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.
Notes
- 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