There isn't a definite answer in the valve developer wiki so I want to know if several jigglebones can be rigged to one another in a hierarchy, essentially a chain of jigglebones. Is it possible? I have seen that louis's tie in L4D appears to be made up of several jigglebones in a chain, is this possible in the orangebox engine as well?
Sure you can ^^ I've seen people have every bone in a TF2 model as a jigglebone (it wasn't pleasent :P).
Edit: As with most things try it and see what happens :)
Well Louis's Tie was not really a jigglebone nor was Zoey's hair but if you want to put jigglebones on jigglebones Prepare for the worst But hell never tried it. The only use i would see for Jigglebones is for Breast's,Clothes and so on. But if you want to try Take a crack at it. :/
The Zero Suit Samus Alyx replacement had multiple jigglebones it her hair. It'll work.
smoker's tongue seems to work
I've used 2 chains of jigglebones in the prawn for the district nine project. works fine.
[QUOTE=TehGman;18175570]Well Louis's Tie was not really a jigglebone nor was Zoey's hair but if you want to put jigglebones on jigglebones Prepare for the worst But hell never tried it. The only use i would see for Jigglebones is for Breast's,Clothes and so on. But if you want to try Take a crack at it. :/[/QUOTE]
What was Louis's tie then if it wasn't jigglebones? It is dynamically simulated, you can see that in action when you view the model in the L4D SDK and move the model around. I haven't heard of any other simulated bone types on models in Source.
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