Difference between revisions of "Jiggle bones"
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! class="header" | Location of jiggle bones | ! class="header" | Location of jiggle bones | ||
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− | | rowspan=" | + | | rowspan="5" | {{Class link|Scout}} |
− | | rowspan=" | + | | rowspan="4" | [[Weapons]] |
| '''[[Mad Milk]]''' | | '''[[Mad Milk]]''' | ||
| align="left" | The milk inside the bottle. | | align="left" | The milk inside the bottle. | ||
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| '''[[Unarmed Combat]]''' | | '''[[Unarmed Combat]]''' | ||
| align="left" | The arm. | | align="left" | The arm. | ||
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+ | | '''[[Wrap Assassin]]''' | ||
+ | | align="left" | The wrapping paper. | ||
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| rowspan="1" | [[Hats]] | | rowspan="1" | [[Hats]] |
Revision as of 01:47, 27 January 2012
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

The Hustler's Hallmark's 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