Yeah - we call that "jiggle bones" - there's a little simulator you can
configure in your qc with the orange box engine. It's something one of
the Turtle Rock guys developed for CS:S or L4D. You can see the
simulation in hlmv. I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:
//
// jiggle bones for antlion worker
//
$jigglebone "Antlion.AntR_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 8
// yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
// pitch_constraint 30 -30
tip_mass 10
length 5
angle_constraint 20
}
}
$jigglebone "Antlion.AntL_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 7
// yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
// pitch_constraint 30 -30
tip_mass 15
length 5
angle_constraint 20
}
}
$jigglebone "Antlion.glasswingR_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 6
// yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
// pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 37
}
}
$jigglebone "Antlion.glasswingL_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 5
// yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
// pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 40
}
}
Jay

Basically this command allows you to add a dynamic physical object to a live npc. Can be used to simulate hair, curtains, even....*sign*...boobs...
Proof of concept - hair Jiggle Bones Shown on Antlion Worker