view eye 50 200 -70 target 0 0 40 screen 199 23.9 0 light amb 0.1 1 1 1 para 1 1 1 1 1 1 0 back 0 0.5 0.5 point 2 100 1 1 1 20 300 -30 attribute aka kd 1 0 0 ks 0 0 0 ct 0 0 0 hl 12 cn 1 ao kd 0 0 1 ks 1 1 1 ct 0 0 0 hl 12 cn 1 ki kd 1 1 0 ks 1 1 1 ct 0 0 0 hl 12 cn 1 midori kd 0 0.5 0.3 ks 0 0 0 ct 0 0 0 hl 12 cn 1 mizuiro kd 0 1 1 ks 1 1 1 cn 1 ct 0 0 0 hl 12 awa kd 1 0.9 0.6 ks 1 1 1 ct 0 0 0 hl 10 cn 1 garasu kd 0.5 0.5 0.6 ks 0.9 0.9 0.9 trace ct 1 1 1 cn 1.5 hada kd 0.9 0.9 0.8 ks 0 0 0 ct 0 0 0 hl 12 cn 1 kuro kd 0 0 0 ks 1 1 1 ct 0 0 0 hl 12 cn 1 ground kd 0.4 0.545 0.133 tya kd 0.38 0.2 0 ks 0 0 0 hl 12 cn 1 ct 0 0 0 zmizu kd 0 1 1 ks 0 0 0 ct 0 0 0 hl 12 cn 1 structure /*キュウタイ */ ball = ellip 1 1 1 cube = (plane 1 0 0 mx 0.5) & (plane 0 1 0 my 0.5) & (plane 0 0 1 mz 0.5) & (plane -1 0 0 mx -0.5) & (plane 0 -1 0 my -0.5) & (plane 0 0 -1 mz -0.5) /* body1 = ball scale 70 40 70 & (cube scale 120 120 120) body2 = ball scale 30 15 30 & (cube scale ) */ arm1 = ball scale 10 10 20 att midori armtume = ((cone z 1 1 2) & ((ball scale 2 2 2) mz -2)) armtume1 = armtume ry 5 mx 7 mz 18 armtume2 = armtume ry 4 mx 3 mz 22 armtume3 = armtume ry -4 mx -3 mz 22 armtume4 = armtume ry -5 mx -7 mz 18 arm2 = (arm1 + armtume1 + armtume2 + armtume3 + armtume4) armr = (arm2 rx 130 rz 90) mx 40 mz 35 arml = (arm2 rx -130 rz 90) mx -40 mz 35 leg1 = ball scale 18 18 12 att hada legtume = ((cone y 3 6 3) & ((ball scale 6 6 6) my -6)) legtume1 = legtume my 24 legtume2 = (legtume rz 3) my 22 mx 6 legtume3 = (legtume rz -3) my 22 mx -6 leg2 = (leg1 + legtume1 + legtume2 +legtume3) legr = (leg2 ry 15 rz 30) mx -23 mz -40 legl = (leg2 ry -15 rz -30) mx 23 mz -40 body1 = ball scale 55 30 40 & (cube scale 120 120 120 mz -60) body2 = ball scale 55 30 60 & (cube scale 120 120 120 mz 60) bodyorigin = (body1 + body2) & (cube scale 110 110 105) bodyuti = ((bodyorigin scale 0.95 0.95 0.95) mz 2.5 my 2.5) & (bodyorigin) att hada bodysoto = (bodyorigin - bodyuti) att midori bodyall = bodyuti + bodysoto + armr + arml +legr + legl kao1 = ball scale 40 20 30 kao2 = ((kao1 scale 0.9 0.9 0.9) mz -2.5 my 5) & (kao1) att hada kao3 = (kao1 - kao2) att midori kao4 = (kao2 + kao3) eye1 = (cube scale 13 1 2) att kuro eyer = (eye1 ry -17 rx 25) mx -15 my 19 eyel = (eye1 ry 17 rx -25) mx 15 my 19 mouth1 = (cube scale 20 1.5 1.5) att kuro kiba1 = ((cone z 1.2 0.8 4) & ((ball scale 2 2 2) mz -2)) mx 9 mz 3.8 kiba2 = ((cone z 1.2 0.8 4) & ((ball scale 2 2 2) mz -2)) mx -9 mz 3.8 mouth2 = (mouth1 + kiba1 + kiba2) my 20 mz -10 mimi = ((cone z 5 2 4) & ((ball scale 10 10 10) mz -10)) mimir = (mimi ry 18) mz 34 mx 20 att midori mimil = (mimi ry -18) mz 34 mx -20 att midori atama = (kao4 + mimir + mimil + eyer + eyel + mouth2) mz 70 zsen = cube scale 10 1 1 suiminz = ((zsen my 3.16) + (zsen my -3.16) + (zsen rz 40)) att zmizu zzz = (suiminz mx 30 my 60 mz 80) + ((suiminz scale 2 2 2) mx 45 my 75 mz 95) akamaru = ball scale 5 5 5 att aka heta = (cone y 1 7 7) & (ellip 7 7 7) & (ellip 3 3 3 my 3) att tya apple = akamaru + (heta my 4) yuka = plane 0 -1 0 att ground my -30 sheet = ellip 110 5 110 my -28 mz 30 att mizuiro sheet2 = sheet + (apple my 2 mx 60 mz 60) + (apple my 2 mx 70 mz 45) kabigon = bodyall + atama + yuka + sheet2 + zzz member kabigon.