Jiggle bones
Revision as of 10:39, 20 October 2010 by Kid Of The Century (talk | contribs) (→Items that use jigglebones: Added the Kritzkrieg (along with the Medigun).)
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.
Items that use jigglebones
Type | Object | Location of jigglebones |
---|---|---|
Hat | Alien Swarm Parasite | The tail and legs. |
Hat | Max's Severed Head | The ears. |
Misc. Item | Earbuds | The cords. |
Hat | Hustler's Hallmark | The feather. |
Hat | Napper's Respite | The tip of the hat. |
Hat | Triboniophorus Tyrannus | The entire creature. |
Hat | Respectless Rubber Glove | The fingers of the glove. |
Hat | Handyman's Handle | The wooden handle. |
Weapon | Mad Milk | The milk inside the bottle. |
Weapon | Holy Mackerel | The fish. |
Weapon | Black Box | The flaps on the front and back. |
Weapon | Darwin's Danger Shield | The tail at the bottom. |
Hat | Sober Stuntman | The straps |
Hat | Pugilist's Protector | The straps. |
Weapon | Medigun/Kritzkrieg | The tube connecting it to the backpack. |
Model | Medic | The twin tails of his coat. |
Model | Scout | The dogtags on his neck. |
Weapon | Vita-Saw | The liquid in the container. |
Demonstration
External links
- $jigglebone on the Valve Developer Community – technical explanation of
$jigglebone