Difference between revisions of "Jiggle bones"
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| '''[[Pugilist's Protector]]''' | | '''[[Pugilist's Protector]]''' | ||
|align="left"| The straps. | |align="left"| The straps. | ||
+ | |- | ||
+ | | rowspan=1|{{Class link|Engineer}} | ||
+ | | rowspan=1|[[Misc.]] | ||
+ | | '''[[Teddy Roosebelt]]''' | ||
+ | |align="left"| The bears head. | ||
|- | |- | ||
| {{Class link|Medic}} | | {{Class link|Medic}} |
Revision as of 01:42, 8 April 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