Update character's appearance to include a long grey wizard beard
Modify the `agents.js` file to replace the existing beard and moustache geometry with a new, longer grey beard model. Replit-Commit-Author: Agent Replit-Commit-Session-Id: 418bf6f8-212b-4bb0-a7a5-8231a061da4e Replit-Commit-Checkpoint-Type: full_checkpoint Replit-Commit-Event-Id: 1df11cd3-4638-4860-9c27-dd3c2040f00f Replit-Commit-Screenshot-Url: https://storage.googleapis.com/screenshot-production-us-central1/9f85e954-647c-46a5-90a7-396e495a805a/418bf6f8-212b-4bb0-a7a5-8231a061da4e/Q83Uqvu Replit-Helium-Checkpoint-Created: true
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@@ -175,23 +175,23 @@ function buildTimmy(sc) {
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mouth.position.set(0, -0.18, 0.30);
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head.add(mouth);
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// ── Beard — silver-white, below chin ─────────────────────────────────────
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// ── Beard — long grey wizard power beard ─────────────────────────────────
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const beardMat = new THREE.MeshStandardMaterial({
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color: 0xd8d4cc,
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emissive: 0x888880,
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emissiveIntensity: 0.08,
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roughness: 0.88,
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color: 0xaaa8a0,
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emissive: 0x666660,
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emissiveIntensity: 0.06,
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roughness: 0.90,
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});
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// Main beard volume: wide cone hanging below chin
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const beard = new THREE.Mesh(new THREE.ConeGeometry(0.18, 0.38, 7), beardMat);
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beard.position.set(0, -0.32, 0.20);
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beard.rotation.x = 0.22; // tip slightly forward
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head.add(beard);
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// Moustache: small cylinder across upper lip
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const moustache = new THREE.Mesh(new THREE.CylinderGeometry(0.04, 0.04, 0.22, 6), beardMat.clone());
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moustache.position.set(0, -0.10, 0.35);
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moustache.rotation.z = Math.PI / 2;
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head.add(moustache);
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// Wide top where beard meets chin
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const beardTop = new THREE.Mesh(new THREE.CylinderGeometry(0.20, 0.15, 0.22, 7), beardMat);
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beardTop.position.set(0, -0.30, 0.14);
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beardTop.rotation.x = 0.18;
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head.add(beardTop);
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// Long tapered body of the beard flowing downward
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const beardBody = new THREE.Mesh(new THREE.ConeGeometry(0.17, 0.90, 7), beardMat.clone());
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beardBody.position.set(0, -0.72, 0.10);
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beardBody.rotation.x = 0.12;
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head.add(beardBody);
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// ── Hair — silver-white wisps at sides ───────────────────────────────────
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const hairMat = new THREE.MeshStandardMaterial({
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