Talk:$jigglebone
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.