Difference between revisions of "Jiggle bones"
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|align="left"| The chest's lid. | |align="left"| The chest's lid. | ||
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| '''[[Companion Cube Pin]]''' | | '''[[Companion Cube Pin]]''' | ||
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| '''[[Resurrection Associate Pin]]''' | | '''[[Resurrection Associate Pin]]''' | ||
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+ | |align="left"| The scarf. | ||
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| '''[[Non-player characters|NPC]]''' | | '''[[Non-player characters|NPC]]''' |
Revision as of 15:09, 14 October 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