Difference between revisions of "Jiggle bones"
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==Bugs== | ==Bugs== | ||
*Currently, all jigglebones will appear fixed at their furthest position during movement. Whilst in this position they seem to vibrate. | *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 == | == External links == |
Revision as of 22:21, 29 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.
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