Difference between revisions of "Jiggle bones"

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{{Quotation|'''The Spy''' On jigglebones|"Don't feel bad; you did a fine job tossing your little balls around!"|Spy_DominationDemoMan04.wav}}
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'''Jiggle bones''' are a feature of the [[Source Engine]] that allow a skeleton model 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.
 
'''Jiggle bones''' are a feature of the [[Source Engine]] that allow a skeleton model 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.

Revision as of 02:41, 24 March 2018

"Don't feel bad; you did a fine job tossing your little balls around!"
The Spy On jigglebones

Jiggle bones are a feature of the Source Engine that allow a skeleton model 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 Jiggle bones

The Hustler's Hallmark's jiggle bones.



Demonstration

Bugs

A distorted Holy Mackerel.
  • Almost all models with jiggle bones are prone to twist and distort themselves in impossible ways during certain parts of the game, such as when a class is running or taunting.
    • There can also be issues with the jiggle bones appearing to be stuck at their furthest position during movement, which can make them seem to vibrate.
  • When weapons with jiggle bones are equipped on the left-hand, they do not animate properly and skip frames while jiggling.

Notes

  • Jigglebones will be automatically frozen below a given framerate (20 FPS by default), set by cl_jiggle_bone_framerate_cutoff.

External links