Talk:$jigglebone

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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)

$jigglebone is not present in S04 / ep1

I tried to add $jigglebone to Dark Messiah of Might and Magic, but the compiler refuses $jigglebone as "bad command". Checking the studiomdl.exe reveals no reference to $jigglebone. S07 (orangebox) does compile without issues, but the jigglebones are not functional ingame.