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
This commit is contained in:
alexpaynex
2026-03-19 03:24:31 +00:00
parent 93bd48f8ea
commit 2956cc07b2

View File

@@ -175,23 +175,23 @@ function buildTimmy(sc) {
mouth.position.set(0, -0.18, 0.30);
head.add(mouth);
// ── Beard — silver-white, below chin ─────────────────────────────────────
// ── Beard — long grey wizard power beard ─────────────────────────────────
const beardMat = new THREE.MeshStandardMaterial({
color: 0xd8d4cc,
emissive: 0x888880,
emissiveIntensity: 0.08,
roughness: 0.88,
color: 0xaaa8a0,
emissive: 0x666660,
emissiveIntensity: 0.06,
roughness: 0.90,
});
// Main beard volume: wide cone hanging below chin
const beard = new THREE.Mesh(new THREE.ConeGeometry(0.18, 0.38, 7), beardMat);
beard.position.set(0, -0.32, 0.20);
beard.rotation.x = 0.22; // tip slightly forward
head.add(beard);
// Moustache: small cylinder across upper lip
const moustache = new THREE.Mesh(new THREE.CylinderGeometry(0.04, 0.04, 0.22, 6), beardMat.clone());
moustache.position.set(0, -0.10, 0.35);
moustache.rotation.z = Math.PI / 2;
head.add(moustache);
// Wide top where beard meets chin
const beardTop = new THREE.Mesh(new THREE.CylinderGeometry(0.20, 0.15, 0.22, 7), beardMat);
beardTop.position.set(0, -0.30, 0.14);
beardTop.rotation.x = 0.18;
head.add(beardTop);
// Long tapered body of the beard flowing downward
const beardBody = new THREE.Mesh(new THREE.ConeGeometry(0.17, 0.90, 7), beardMat.clone());
beardBody.position.set(0, -0.72, 0.10);
beardBody.rotation.x = 0.12;
head.add(beardBody);
// ── Hair — silver-white wisps at sides ───────────────────────────────────
const hairMat = new THREE.MeshStandardMaterial({