Difference between revisions of "Talk:$jigglebone"

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Procedural Jiggle Bone. That is all. --[[User:AndrewNeo|AndrewNeo]] 09:23, 10 Dec 2007 (PST)
 
Procedural Jiggle Bone. That is all. --[[User:AndrewNeo|AndrewNeo]] 09:23, 10 Dec 2007 (PST)
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==Expense==
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How expensive are jigglebones? Say, if we were going to use them as links in a dynamic chain.
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--[[User:Grim Tuesday|Grim Tuesday]] 13:12, 28 August 2011 (PDT)
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== Other options? ==
 
== Other options? ==

Latest revision as of 20:12, 28 August 2011

Procedural Jiggle Bone. That is all. --AndrewNeo 09:23, 10 Dec 2007 (PST)


Expense

How expensive are jigglebones? Say, if we were going to use them as links in a dynamic chain. --Grim Tuesday 13:12, 28 August 2011 (PDT)


Other options?

Would someone be willing to document the other available options
for jiggle bones found in the new studiomdl source?

See studiomdl.cpp:
Cmd_JiggleBone() //handles $jigglebone qc option
ParseBaseSpringJiggle( s_jigglebone_t *jiggleInfo ) //has_base_spring
ParseRigidJiggle( s_jigglebone_t *jiggleInfo ) //is_rigid
ParseFlexibleJiggle( s_jigglebone_t *jiggleInfo ) //is_flexible, this is already documented

I would test and doc these myself but I don't have the time right now,
if nobody else does within the week I'll write some stuff up. KyleK 06:27, 28 Feb 2008 (PST)

Collision Phys

Can jigglebone have physbox or engine will ignore it? you mean for ragdolls, e.g. if the npc dies, the part with jigglebone still moves around?

yes, that's possible, just create a physbox for it as usual --Pfannkuchen 17:18, 10 December 2010 (UTC)