Difference between revisions of "Jiggle bones"
(added all the new manniversary hats and miscs that have jigglebones) |
m (Spiral sallet is an all class hat now so i changed it) |
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Line 20: | Line 20: | ||
|align="left"| The ponytail. | |align="left"| The ponytail. | ||
|- | |- | ||
− | | rowspan= | + | | rowspan=3|{{Class link|Soldier}} |
| rowspan=3|[[Weapons]] | | rowspan=3|[[Weapons]] | ||
| '''[[Black Box]]''' | | '''[[Black Box]]''' | ||
Line 30: | Line 30: | ||
| '''[[Disciplinary Action]]''' | | '''[[Disciplinary Action]]''' | ||
|align="left"| The leather loop. | |align="left"| The leather loop. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| rowspan=11|{{Class link|Pyro}} | | rowspan=11|{{Class link|Pyro}} | ||
Line 136: | Line 132: | ||
|align="left"| The teeth. | |align="left"| The teeth. | ||
|- | |- | ||
− | | rowspan= | + | | rowspan=8|'''[[Classes|All classes]]''' |
− | | rowspan= | + | | rowspan=5|[[Hats]] |
| '''[[A Rather Festive Tree]]''' | | '''[[A Rather Festive Tree]]''' | ||
|align="left"| The tree. | |align="left"| The tree. | ||
Line 149: | Line 145: | ||
| '''[[Treasure Hat]]''' | | '''[[Treasure Hat]]''' | ||
|align="left"| The chest's lid. | |align="left"| The chest's lid. | ||
+ | |- | ||
+ | | '''[[Spiral Sallet]]''' | ||
+ | |align="left"| The plume on the back. | ||
|- | |- | ||
| rowspan=3|[[Misc.]] | | rowspan=3|[[Misc.]] |
Revision as of 15:29, 21 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