noise(x: number, y: number, z: number, scale: number) → number
Wear helpers — every one of these is a `tint` callback the builder runs per
vertex, so grime and bleach are a function of where the vertex is.
| arg | type | description |
|---|
| x | number | |
| y | number | |
| z | number | |
| scale | number | |
cloth(amount: number) → void
fabric: fine tonal break-up, so nothing reads as a flat plastic shell
| arg | type | description |
|---|
| amount | number | |
grime(lowY: number, highY: number, amount: number, base: number?) → void
darker toward the bottom edge: dirt climbing a hem, oil up a cuff
| arg | type | description |
|---|
| lowY | number | |
| highY | number | |
| amount | number | |
| base | number? | |
teeGeo( ) → Mesh
The tee. It only shows at the throat and between the jacket flaps, but a
layer you can see the edge of is what stops the jacket reading as paint.
jacketGeo( ) → Mesh
The blouson. Closed shell; the two front flaps hang over it on springs.
jacketFlapGeo(side: number) → Mesh
One front flap of the open jacket. Authored around its own hinge so the
slice can swing it; `side` is +1 for the wearer's left.
| arg | type | description |
|---|
| side | number | |
P(x: number, y: number, z: number) → void
| arg | type | description |
|---|
| x | number | |
| y | number | |
| z | number | |
jacketTrimGeo( ) → Mesh
Collar, the chest patch, and the zip pull: the small hard shapes that read
as a made garment rather than a tube.
bagGeo( ) → Mesh
The sling bag: canvas body, leather flap, a buckle. It hangs on a spring.
strapGeo( ) → Mesh
The strap, across the chest. Rides the upper spine.
tint(x: ?, y: ?, z: ?, _u: ?, col: ?) → void
| arg | type | description |
|---|
| x | ? | |
| y | ? | |
| z | ? | |
| _u | ? | |
| col | ? | |
shoeGeo( ) → Mesh
The low-top: sole, gum midsole, upper, toe cap, laces.
upperSleeveGeo( ) → Mesh
Lofted along X, so the sleeve runs out the arm rather than up the body.
tint(x: ?, y: ?, z: ?, _u: ?, col: ?) → void
| arg | type | description |
|---|
| x | ? | |
| y | ? | |
| z | ? | |
| _u | ? | |
| col | ? | |
tint(x: ?, y: ?, z: ?, _u: ?, col: ?) → void
| arg | type | description |
|---|
| x | ? | |
| y | ? | |
| z | ? | |
| _u | ? | |
| col | ? | |
handGeo( ) → Mesh
Palm, fused fingers, thumb. Enough hand to read at any distance a player
will ever get, and enough to hold a door handle in a cutscene.
watchGeo( ) → Mesh
His grandfather's steel watch, worn face-in the way a mechanic wears it.
lashGeo( ) → Mesh
the lash line: a dark rim over each eye, which is most of what makes eyes
read as eyes at any distance
pieces( ) → void
The assembled character.
add(name: string, bone: string, mat: string, geo: Mesh.Geometry, pivot: { number }?, spring: string?) → void
| arg | type | description |
|---|
| name | string | |
| bone | string | |
| mat | string | |
| geo | Mesh.Geometry | |
| pivot | { number }? | |
| spring | string? | |