Difference between revisions of "Jiggle bones"
Moussekateer (talk | contribs) m |
|||
Line 28: | Line 28: | ||
|align="left"| The flag. | |align="left"| The flag. | ||
|- | |- | ||
− | | rowspan= | + | | rowspan=7|{{Class link|Pyro}} |
− | | rowspan= | + | | rowspan=5|[[Hats]] |
+ | | '''[[Connoisseur's Cap]]''' | ||
+ | |align="left"| The entire hat. | ||
+ | |- | ||
| '''[[Handyman's Handle]]''' | | '''[[Handyman's Handle]]''' | ||
|align="left"| The wooden handle. | |align="left"| The wooden handle. |
Revision as of 17:39, 21 May 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