Difference between revisions of "Jiggle bones"
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== Bugs == | == Bugs == | ||
− | * Currently, | + | * Currently, some items with jigglebones will appear to be fixed at their furthest position during movement. Whilst in this position they seem to vibrate. |
+ | * Items that can jiggle in a circular motion, such as the [[Holy Mackerel]], may twist themselves in impossible ways, making the item appear X-shaped. | ||
== Notes == | == Notes == |
Revision as of 19:35, 13 November 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, some items with jigglebones will appear to be fixed at their furthest position during movement. Whilst in this position they seem to vibrate.
- Items that can jiggle in a circular motion, such as the Holy Mackerel, may twist themselves in impossible ways, making the item appear X-shaped.
Notes
- 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