Difference between revisions of "Jiggle bones"
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| align="left" | The eye. | | align="left" | The eye. | ||
|- | |- | ||
− | | rowspan=" | + | | rowspan="5" | {{Class link|Medic}} |
| rowspan="2" | [[Weapons]] | | rowspan="2" | [[Weapons]] | ||
| '''[[Vita-Saw]]''' | | '''[[Vita-Saw]]''' | ||
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| align="left" | The entire ice-pack. | | align="left" | The entire ice-pack. | ||
|- | |- | ||
− | | rowspan=" | + | | rowspan="2" | [[Misc]] |
| '''[[Surgeon's Stethoscope]]''' | | '''[[Surgeon's Stethoscope]]''' | ||
| align="left" | The tube. | | align="left" | The tube. | ||
+ | |- | ||
+ | | '''[[Dr. Gogglestache]]''' | ||
+ | | align="left" | The flaps. | ||
|- | |- | ||
| rowspan="4" | {{Class link|Sniper}} | | rowspan="4" | {{Class link|Sniper}} |
Revision as of 22:39, 4 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, all jigglebones will appear fixed at their furthest position during movement. Whilst in this position they seem to vibrate.
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