Difference between revisions of "Jiggle bones"
Moussekateer (talk | contribs) (Undo edit by Rocket Ship BBQ (Talk) (668455) Unless hlmv is lying to me, the BB isn't jiggleboned) |
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==Trivia== | ==Trivia== | ||
*Jigglebones will be automatically frozen below a given framerate (45 fps by default), set by <code>cl_jiggle_bone_framerate_cutoff</code>. | *Jigglebones will be automatically frozen below a given framerate (45 fps by default), set by <code>cl_jiggle_bone_framerate_cutoff</code>. | ||
+ | *The [[Spy]] is the only character who doesn't have items with jigglebones. | ||
== External links == | == External links == |
Revision as of 01:22, 26 August 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
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The Hustler's Hallmark's 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
. - The Spy is the only character who doesn't have items with jigglebones.
External links
- $jigglebone on the Valve Developer Community – technical explanation of
$jigglebone