Look
The Facer's materials, geometry and body.
Look.ensureAssets() mints every mesh and material the figure is made of that
is not registered yet, and is safe to call on every load.
Look.rebuildAssets() re-writes the geometry of all of them — the authoring
pass, run after changing a profile in this file. Look.build(body) hangs the
figure under a body entity and hands back the handles the Facer component poses
and lights. Look.pose(rig, t) puts the figure between carrying the plate at
the chest (t = 0) and holding it up into the dawn (t = 1).
The figure
A robe that hangs in folds, a mantle over the shoulders, a cowl whose peak leans back, and two jointed arms. Every part is modelled facing the entity's own forward, so a pose is stated as points — the elbow is here, the hand is there — and the rotation comes from aiming at them. Re-proportioning the figure therefore needs no angle re-derived.
The plate
A dished bronze lens with a raised rim, twelve rays alternating long and short, a domed boss, sixteen rivets, an embossed face on the front, and a cross-brace and haft behind. Four grades of bronze carry it: the weathered body, the polished rim and rays the keeper keeps bright, the green patina in the recesses and on the face, and the leather of the haft.
The light
Three surfaces answer the beam: the shaft itself, two halo cards in the plate's own plane so light spills round it whichever side the camera is on, and a pool where the beam lands. All three are additive, so they add light to the hill and never darken it. A point light rides on the plate and is what actually falls on the soil.
FL.PALETTE supplies the colours, so the plate's amber and the game's first
light are the same value.
Scoped to this part · feeds back into the world's score.