Animal
FURROW's hero, and the only dark thing in the film. Put this on one entity and the whole sandworm exists: sixty-two carapace plates and a tail strung along the route in `furrow.worm`, a forty-metre head carrying three counter-rotating maw rings and a lit gullet behind them, and t…
Animal
FURROW's hero, and the only dark thing in the film. Put this on one entity and
the whole sandworm exists: sixty-two carapace plates and a tail strung along the
route in furrow.worm, a forty-metre head carrying three counter-rotating maw
rings and a lit gullet behind them, and the ridge of thrown sand that rides above
the body while it is still under the pan.
It builds once in awake — ten runtime meshes, a hundred and sixteen entities,
and one bake of the terrain height along the route so the ridge sits on the
ground wherever the animal is — and then poses everything every frame from
filmClock.now(). The body goes out in two FFI crossings through a bound batch
write; the head, the rings and the gullet are placed individually.
Nothing here integrates and nothing here keeps its own clock, so the animal hits
the same mark on every run. Beats come from film.mark: the maw opens at
mawOpens and shuts again between flankPass and impact, the ridge lives from
just before furrowEnters until the ground opens at breach, and the sand it
comes out of the ground caked in sheets off it over the arc.
Shots served: 9, 10, 11, 15, 17, 18, 19, 20, 21, 22.
Fields: visible takes the whole animal off, for looking at the set without it;
ridge takes just the sand mound off.
Scoped to this part · feeds back into the world's score.