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Phys bone follower: Difference between revisions

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(Created page with "{{stub}} {{base point|phys_bone_follower}} All props (except prop_static and prop_detail), generate phys_bone_followers if they have a collision model. These bone fol...")
 
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{{base point|phys_bone_follower}}
{{ent not in fgd|nolink=1|because=it is generated as part of another entity, and does not function on its own}}
{{CD|CBoneFollower|file1=physics_bone_follower.cpp}}
{{this is a|point entity|name=phys_bone_follower}} All props that use a model with [[$collisionjoints]] will generate these. One bone follower is created for every convex piece of its [[collision model]]. These can quickly eat up the [[Entity limit|entity count]]! Enabling the '''"Disable Bone Followers"''' [[KeyValues|KeyValue]] on the prop will disable bone followers, although the prop will no longer have a functioning collision model, and the model will not be able to [[ragdoll]] (it will still have a [[hitbox]], however). The .phy of a model can also be deleted to remove the collision model and save file space, though this will affect all instances of that model.
{{note|Despite common misconception, models which only use a {{ent|$collisionmodel}} do ''not'' create phys_bone_followers.}}


All props (except [[prop_static]] and [[prop_detail]]), generate phys_bone_followers if they have a collision model. These bone followers are created for every attachment on the model, and if it doesn't have any, it will create a default one. These can quickly eat up the [[Entity limit|edict count]]! However, if the "Disable Bone Followers" keyvalue on the prop entity is set to Yes, the prop will disable bone followers, although the prop will no longer have a functioning collision model.
[[File:Phys bone follower example.jpg|thumb|An example of phys_bone_followers on a complex model. 15 phys_bone_followers are created for each convex piece of the collision model, resulting in 16 entities! The IN represents the server traffic, a staggering amount for 1 model.]]
:{{tip|A model can be modified to to remove all attachments except the necessary needed, to decrease the amount of bone followers and therefore save the edict count and allow a functioning collision model.}}


{{todo|More information is needed! Why ''exactly'' is this entity needed/created?}}
== External links ==
* [https://rafuron.wordpress.com/2011/03/11/good-news-everyone/ Mapping Tricks] phys_bone_follower information, and also where the image was received from.

Latest revision as of 14:24, 25 March 2025

Stub

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map because it is generated as part of another entity, and does not function on its own.
C++ Class hierarchy
CBoneFollower
CBaseEntity
C++ physics_bone_follower.cpp

phys_bone_follower is a point entity available in all Source Source games. All props that use a model with $collisionjoints will generate these. One bone follower is created for every convex piece of its collision model. These can quickly eat up the entity count! Enabling the "Disable Bone Followers" KeyValue on the prop will disable bone followers, although the prop will no longer have a functioning collision model, and the model will not be able to ragdoll (it will still have a hitbox, however). The .phy of a model can also be deleted to remove the collision model and save file space, though this will affect all instances of that model.

Note.pngNote:Despite common misconception, models which only use a $collisionmodel do not create phys_bone_followers.
An example of phys_bone_followers on a complex model. 15 phys_bone_followers are created for each convex piece of the collision model, resulting in 16 entities! The IN represents the server traffic, a staggering amount for 1 model.

External links

  • Mapping Tricks phys_bone_follower information, and also where the image was received from.