Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <div id="background" class="background"></div>

<div class="tip">Drag the screen to look around</div>

<div class="attachment attachment-weapon" onclick="toggleWeaponsMenu()">
  <div class="attachment__button-content">
    <div class="add-sign">
      <div class="add-sign-plus add-sign-weapon">
        +
      </div>
    </div>
  </div>
</div>

<div class="options weapon-options">
  <div class="attachment-options attachment-options-weapon">
    <div class="option" onclick="applyWeapon(0)">
    <svg class="axe-svg" fill="none" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 16 20"><path d="M7 1a1 1 0 112 0v18a1 1 0 11-2 0V1z" fill="#fff"/><path fill-rule="evenodd" clip-rule="evenodd" d="M14.5 2.618a.5.5 0 00-.724-.447L9.275 4.42a.5.5 0 00.048.916l4.501 1.688a.5.5 0 00.676-.468V2.618zm-1.17-1.342a1.5 1.5 0 012.17 1.342v3.939a1.5 1.5 0 01-2.027 1.404L8.972 6.273c-1.227-.46-1.316-2.16-.144-2.746l4.501-2.25z" fill="#fff"/><path fill-rule="evenodd" clip-rule="evenodd" d="M1.5 2.618a.5.5 0 01.724-.447l4.501 2.25a.5.5 0 01-.048.916L2.176 7.025a.5.5 0 01-.676-.468V2.618zm1.17-1.342A1.5 1.5 0 00.5 2.618v3.939a1.5 1.5 0 002.027 1.404l4.501-1.688c1.227-.46 1.316-2.16.144-2.746l-4.501-2.25z" fill="#fff"/></svg>
    
    </div>
    <div class="option" onclick="applyWeapon(1)">
    <svg class="sword-svg" fill="none" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><path d="M14.5 6.382V16.5h-5V6.378c.56-1.389 1.049-2.392 1.493-3.043.474-.695.795-.838.976-.835.19.003.52.168 1.005.87.453.657.951 1.654 1.526 3.012zm-3 12.118h1V21a.5.5 0 01-1 0v-2.5z" stroke="#fff"/></svg></div>
  </div>
</div>



<div class="attachment attachment-legs" onclick="toggleLegsMenu()">
  <div class="attachment__button-content">
    <div class="add-sign">
      <div class="add-sign-plus add-sign-legs">
        +
      </div>
    </div>
  </div>
</div>

<div class="options leg-options">
  <div class="attachment-options attachment-options-legs">
    <div class="option" onclick="applyLegs(1)">
    <svg class="pegleg-svg" fill="none" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><path fill-rule="evenodd" clip-rule="evenodd" d="M17 4H7v3h10V4zM7 3a1 1 0 00-1 1v3a1 1 0 001 1h10a1 1 0 001-1V4a1 1 0 00-1-1H7z" fill="#fff"/><path fill-rule="evenodd" clip-rule="evenodd" d="M14 8h-4v4h4V8zm-4-1a1 1 0 00-1 1v4a1 1 0 001 1h4a1 1 0 001-1V8a1 1 0 00-1-1h-4z" fill="#fff"/><path d="M11 13h2v7h-2v-7zM10 20h4v1h-4v-1z" fill="#fff"/></svg>
    </div>
    <div class="option" onclick="applyLegs(0)">
    <svg class="leg-svg" fill="none" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><path fill-rule="evenodd" clip-rule="evenodd" d="M6 4.5A1.5 1.5 0 017.5 3H12a1.5 1.5 0 011.5 1.5v10a.5.5 0 00.5.5h3a1.5 1.5 0 011.5 1.5v3A1.5 1.5 0 0117 21H7.5A1.5 1.5 0 016 19.5v-15zM7.5 4a.5.5 0 00-.5.5V9h5.5V4.5A.5.5 0 0012 4H7.5zm5 6H7v9.5a.5.5 0 00.5.5H17a.5.5 0 00.5-.5v-3a.5.5 0 00-.5-.5h-3a1.5 1.5 0 01-1.5-1.5V10z" fill="#fff"/></svg>
    </div>
  </div>
</div>


              
            
!

CSS

              
                html,
body {
  margin: 0;
  padding: 0;
  overflow: hidden;
}

.background {
  background-color: #242424;
}

.attachment {
  content: ' ';
  position: absolute;
  display: inline-flex;
}

.attachment-legs {
  left: 60%;
  top: 70%;
}

.attachment-weapon {
  left: 34%;
  top: 36%;
}

.attachment {
  width: 3rem;
  height: 3rem;
  border: 1px solid grey;
  cursor: pointer;
  
  &:hover {
    
    & .attachment__button-content {
      margin: 5%;
      height: 90%;
      width: 90%;
      background-color: rgba(255, 255, 255, 0.3);
    }
  }
}

.attachment__button-content {
  position: relative;
  margin: 10%;
  height: 80%;
  width: 80%;
  background-color: rgba(255, 255, 255, 0.1);
  transition: background-color 0.15s ease,
    margin 0.15s ease,
    height 0.15s ease,
    width 0.15s ease;
}

.add-sign-plus {
  transition: transform 0.2s ease;
}

.add-sign {
  color: lightgrey;
  top: 50%;
  left: 50%;
  position: absolute;
  transform: translate(-50%, -50%);
  font-size: 1.75rem;
}

.options {
  transition: opacity 0.2s ease;
  opacity: 0;
  visibility: hidden;
}

.attachment-options-legs {
  left: calc(60% + 3.1rem);
  top: 70%;
}

.attachment-options-weapon {
  left: calc(34% - 6.3rem);
  top: 36%;
}

.attachment-options {
  display: flex;
  position: absolute;
  height: min-content;
  width: auto;
  height: 3rem;
  cursor: pointer;
}

.option {
  position: relative;
  margin-left: 1px;
  height: 80%;
  width: 100%;
  height: 100%;
  transition: background-color 0.15s ease,
    margin 0.15s ease,
    height 0.15s ease,
    width 0.15s ease;
  opacity: 0.5;
  transition: opacity 0.2s ease;
  background-color: rgba(255, 255, 255, 0.1);
  border: 1px solid #4e4e4e;
  
  &:hover {
    opacity: 1;
  }
}

.pegleg-svg,
.leg-svg,
.sword-svg,
.axe-svg {
  width: 30px;
  height: 30px;
  margin-left: 0.55rem;
  margin-right: 0.5rem;
  margin-top: 0.5rem;
}

.tip {
  position: absolute;
  left: 50%;
  top: 1rem;
  transform: translateX(-50%);
  text-transform: uppercase;
  font-family: sans-serif;
  font-weight: 600;
  opacity: 0.35;
  font-size: 0.75rem;
}
              
            
!

JS

              
                const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ alpha: true });
const controls = new THREE.OrbitControls( camera, renderer.domElement );

// Materials
const materialDarkest = new THREE.MeshPhongMaterial({ color: 0x33281b });
const materialDark = new THREE.MeshPhongMaterial({ color: 0x664e31 });
const materialLight= new THREE.MeshPhongMaterial({ color: 0xa3835b });
const steelMaterial = new THREE.MeshPhongMaterial({ color: 0x878787 });
const skinMaterial = new THREE.MeshPhongMaterial({ 
    color: 0xffdbac,
    flatShading: false
  });

// Canvas Renderer
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;

renderer.shadowCameraNear = 1;
renderer.shadowCameraFar = 500;
renderer.shadowCameraFov = 60;

renderer.shadowMapBias = 0.05;
renderer.shadowMapDarkness = 1;
renderer.shadowMapWidth = 512;
renderer.shadowMapHeight = 512;
document.getElementById('background').appendChild(renderer.domElement);
camera.position.z = 12;

// Weapons
function axe() {
  const axeHandleGeo = new THREE.BoxGeometry(7, 0.25, 0.25);
  const handle = new THREE.Mesh(axeHandleGeo, materialLight);
  const axeShape = new THREE.Shape();
  
  axeShape.moveTo(0, 0.15);
  axeShape.lineTo(1, 1);
  axeShape.lineTo(1.25, 0.5);
  axeShape.lineTo(1.25, -0.5);
  axeShape.lineTo(1, -1);
  axeShape.lineTo(0, -0.15);
  
  const extrudeSettings = {
    steps: 2,
    depth: 0.05,
    bevelEnabled: true,
    bevelThickness: 0.25,
    bevelSize: 0.5,
    bevelOffset: 0,
    bevelSegments: 1
  };

  const axeGeo = new THREE.ExtrudeBufferGeometry(axeShape, extrudeSettings);
  const buttGeo = new THREE.BoxGeometry(0.3, 0.3, 0.3)
  const butt1 = new THREE.Mesh(buttGeo, steelMaterial);
  const butt2 = new THREE.Mesh(buttGeo, steelMaterial);
  const butt3 = new THREE.Mesh(buttGeo, steelMaterial);
  const axe1 = new THREE.Mesh(axeGeo, steelMaterial);
  const axe2 = new THREE.Mesh(axeGeo, steelMaterial);
  
  axe1.castShadow = true;
  axe2.castShadow = true;
  handle.castShadow = true;
  
  const group = new THREE.Group();
  
  group.add(handle);
  group.add(axe1);
  group.add(axe2);
  group.add(butt1);
  group.add(butt2);
  group.add(butt3);
  
  axe1.position.set(2.75, 0.4, 0)
  axe1.rotation.z = Math.PI / 2;
  axe2.position.set(2.75, -0.4, 0)
  axe2.rotation.z = -Math.PI / 2;
  butt2.position.set(-3.5, 0, 0);
  butt3.position.set(3.5, 0, 0);
  
  return group;
}

function sword() {
  const handleGeo1 = new THREE.BoxGeometry(1.5, 0.25, 0.25);
  const handle1 = new THREE.Mesh(handleGeo1, materialLight);
  
  const handleGeo2 = new THREE.BoxGeometry(0.25, 2, 0.25);
  const handle2= new THREE.Mesh(handleGeo2, materialLight);
  
  const shape = new THREE.Shape();
  const extrudeSettings = {
    steps: 2,
    depth: 0.05,
    bevelEnabled: true,
    bevelThickness: 0.25,
    bevelSize: 0.5,
    bevelOffset: 0,
    bevelSegments: 1
  };
  
  shape.moveTo(0, 0.1);
  shape.lineTo(4, 0.5);
  shape.lineTo(4.5, 0);
  shape.lineTo(4, -0.5);
  shape.lineTo(0, -0.1);
  
  const bladeGeo = new THREE.ExtrudeBufferGeometry(shape, extrudeSettings)
  const blade = new THREE.Mesh(bladeGeo, steelMaterial);
  
  const group = new THREE.Group();
  
  handle1.position.set(-0.85, 0.0, 0);
  blade.position.set(0.5, 0, 0)
  
  handle1.castShadow = true;
  blade.castShadow = true;
  handle2.castShadow = true;
  
  group.add(blade);
  group.add(handle1);
  group.add(handle2);
  
  group.position.set(-0.5, 0, -0.05);
  group.rotation.x = Math.PI / 6;
  
  return group;
}

// Legs 
function pegLeg() {
  const pegLegGeo = new THREE.BoxGeometry(0.5, 1.8, 0.5);
  const leg = new THREE.Mesh(pegLegGeo, materialLight);
  
  const stumpUpperGeo = new THREE.BoxGeometry(1, 0.75, 1);
  const stumpUpper = new THREE.Mesh(stumpUpperGeo, materialLight)
  
  const stumpMaterial = new THREE.MeshPhongMaterial({ color: 0x26211a });
  const stumpGeo = new THREE.BoxGeometry(0.6, 0.2, 0.6);
  const stump = new THREE.Mesh(stumpGeo, stumpMaterial);
  
  const group = new THREE.Group();

  stump.position.set(1, -4.65, -0.34)
  leg.position.set(1, -3.75, -0.35);
  stumpUpper.position.set(1, -3.1, -0.35);
  
  group.add(stump);
  group.add(leg);
  group.add(stumpUpper);
  
  return group;
}

function rightLeg() {
  const legGeo = new THREE.BoxGeometry(1.25, 1, 1.4);
  const legRight = new THREE.Mesh(legGeo, materialDark);
  
  const bootGeo1 = new THREE.BoxGeometry(1, 0.8, 1);
  const bootGeo2 = new THREE.BoxGeometry(1, 0.45, 1)
  
  const bootTopRight = new THREE.Mesh(bootGeo1, materialDarkest);
  const bootBottomRight = new THREE.Mesh(bootGeo2, materialDarkest);
  
  const group = new THREE.Group();
  
  legRight.castShadow = true;
  bootTopRight.castShadow = true;
  bootBottomRight.castShadow = true;
  
  legRight.position.set(0.75, -3.5, -0.35);
  
  group.add(legRight);
  group.add(bootTopRight);
  group.add(bootBottomRight);

  bootTopRight.position.set(0.75, -4.4, -0.35);
  bootBottomRight.position.set(0.75, -4.58, 0.1);
  
  return group;
}

// Customisations
let legOptionsOpen = false;
let weaponOptionsOpen = false;

let applyedLeg = rightLeg();
let applyedWeapon = axe();

// Functions
function addLights() {
  const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.4, 100 );
  const light = new THREE.HemisphereLight(0xffffff, 0xb3858c, 0.9);

  scene.add(light);
  scene.add(directionalLight);
  
  directionalLight.position.set( 8, 8, 2 );
  directionalLight.castShadow = true;
  
  directionalLight.shadow.mapSize.width = 512;  // default
  directionalLight.shadow.mapSize.height = 512; // default
  directionalLight.shadow.camera.near = 0.5;    // default
  directionalLight.shadow.camera.far = 500;
}

function addPlane() {
  const material = new THREE.MeshStandardMaterial({ color: 0x363636 });
  const planeGeo = new THREE.PlaneBufferGeometry(20, 20, 32, 32);
  const plane = new THREE.Mesh(planeGeo, material)
  
  scene.add(plane)
  
  plane.receiveShadow = true;
  plane.rotation.x = -Math.PI / 2;
  plane.position.set(0, -4.74, 0)
}

function addHead() {
  const headGeo = new THREE.BoxGeometry(1.5, 1.5, 1.2);
  const head = new THREE.Mesh(headGeo, skinMaterial);
  
  const browGeo = new THREE.BoxGeometry(1.5, 0.5, 0.5);
  const brow = new THREE.Mesh(browGeo, skinMaterial);
  
  const noseGeo = new THREE.BoxGeometry(0.35, 0.5, 0.5);
  const nose = new THREE.Mesh(noseGeo, skinMaterial);
 
  scene.add(head);
  scene.add(brow);
  scene.add(nose);
  
  head.castShadow = true;
  head.receiveShadow = true;
  brow.castShadow = true;
  nose.castShadow = true;
  
  head.position.set(0, 2, 0);
  brow.position.set(0, 2.43 , 0.46);
  nose.position.set(0, 2.05, 0.54);
  
  brow.rotation.x = 130;
}

function addBeard() {
  const material = new THREE.MeshPhongMaterial({ 
    color: 0xcc613d,
    flatShading: true
  });
  
  const shape1 = new THREE.Shape();
  const shape2 = new THREE.Shape();
  
  shape1.moveTo(-0.75, 0);
  shape1.bezierCurveTo(-0.75, -0.75, -0.5, -1, -0.15, -1.5);
  shape1.lineTo(-2, -1.5);
  shape1.lineTo(-2, 0);
  
  shape2.moveTo(-0.75, 0);
  shape2.bezierCurveTo(-0.75, -0.75, -0.5, -1, -0.25, -1.25);
  shape2.lineTo(-2, -1.25);
  shape2.lineTo(-2, 0);
  
  
  const primarySettings = {
    steps: 2,
    depth: 1,
    bevelEnabled: false
};
  
  const secondarySettings = {
    steps: 2,
    depth: 1,
    bevelEnabled: false
};
  
  const primaryBeardGeo = new THREE.ExtrudeBufferGeometry(shape1, primarySettings);
  const primaryBeard = new THREE.Mesh(primaryBeardGeo, material);
  
  const secondaryBeardGeo = new THREE.ExtrudeBufferGeometry(shape2, secondarySettings);
  const secondaryBeardLeft = new THREE.Mesh(secondaryBeardGeo, material);
  const secondaryBeardRight = new THREE.Mesh(secondaryBeardGeo, material);
  
  scene.add(primaryBeard);
  scene.add(secondaryBeardLeft);
  scene.add(secondaryBeardRight);
  
  primaryBeard.castShadow = true;
  secondaryBeardLeft.castShadow = true;
  secondaryBeardRight.castShadow = true;
  
  primaryBeard.position.set(0.5, 1.5, 1.65)
  secondaryBeardLeft.position.set(1.1, 1.4, 1.3)
  secondaryBeardRight.position.set(-0.18, 1.4, 1.55)
  
  primaryBeard.rotation.y = -Math.PI / 2;
  secondaryBeardLeft.rotation.y = -Math.PI / 2 + 0.25;
  secondaryBeardRight.rotation.y = -Math.PI / 2 - 0.25;
}

function addMustache() {
  const material = new THREE.MeshPhongMaterial({ 
    color: 0xcc613d,
    flatShading: true
  });
  
  const mustacheGeo = new THREE.BoxGeometry(0.6, 0.2, 0.25);
  const mustacheLeft = new THREE.Mesh(mustacheGeo, material);
  const mustacheRight = new THREE.Mesh(mustacheGeo, material);
  
  scene.add(mustacheLeft);
  scene.add(mustacheRight)
  
  mustacheLeft.position.set(-0.25, 1.55, 0.7);
  mustacheRight.position.set(0.25, 1.55, 0.7);
  
 
  mustacheLeft.rotation.z = Math.PI / 8;
  mustacheRight.rotation.z = -Math.PI / 8;
}

function addHelmet() {
  const boneMaterial = new THREE.MeshPhongMaterial({ color: 0xf0f0f0 });
  
  const helmetGeo = new THREE.BoxGeometry(0.75, 0.75, 0.75);
  const helmet = new THREE.Mesh(helmetGeo, steelMaterial);
  
  const hornGeo = new THREE.BoxGeometry(1.1, 0.25, 0.25);
  const hornLeftBottom = new THREE.Mesh(hornGeo, boneMaterial);
  const hornLeftTop = new THREE.Mesh(hornGeo, boneMaterial);
  
  scene.add(helmet);
  scene.add(hornLeftBottom);
  scene.add(hornLeftTop);
  
  helmet.position.set(0, 3, 0);
  hornLeftBottom.position.set(-0.75, 3.1, 0);
  hornLeftTop.position.set(-1.3, 3.6, 0);
  
  hornLeftTop.rotation.z = Math.PI / 2 + 0.25;
}

function addBody() {
  const shape1 = new THREE.Shape();
  const shape2 = new THREE.Shape();
  
  shape1.moveTo(-2, -0.5);
  shape1.lineTo(-1.5, -3.5);
  shape1.lineTo(1.5, -3.5);
  shape1.lineTo(2, -0.5);
  shape1.lineTo(2, 0);
  shape1.lineTo(2, 0.5);
  shape1.lineTo(-2, 0.5);
  shape1.lineTo(-2, 0);
  
  shape2.moveTo(-1.95, -0.5);
  shape2.lineTo(-1.5, -1.25);
  shape2.lineTo(1.5, -1.25);
  shape2.lineTo(1.9, -0.5);
  shape2.lineTo(1.95, 0);
  shape2.lineTo(1.95, 0.5);
  shape2.lineTo(-1.95, 0.5);
  shape2.lineTo(-1.95, 0)
  
  const extrudeSettings = {
    steps: 2,
    depth: 1.75,
    bevelEnabled: false
  };
  
  const bodyGeo = new THREE.ExtrudeBufferGeometry(shape1, extrudeSettings);
  const body = new THREE.Mesh(bodyGeo, skinMaterial);
  
  const upperBodyGeo = new THREE.ExtrudeBufferGeometry(shape2, extrudeSettings);
  const upperBody = new THREE.Mesh(upperBodyGeo, skinMaterial);
  
  const beltGeo = new THREE.BoxGeometry(3.5, 0.5, 2.1);
  const belt = new THREE.Mesh(beltGeo, steelMaterial);
  
  scene.add(body);
  scene.add(upperBody);
  scene.add(belt);
  
  body.castShadow = true;
  upperBody.castShadow = true;
  belt.castShadow = true;
  
  upperBody.receiveShadow = true;
  body.receiveShadow = true;
  belt.receiveShadow = true;

  body.position.set(0, 0.75, -1.25);
  upperBody.position.set(0, 0.525, -1.155);
  belt.position.set(0, -2.5, -0.4);
  
  upperBody.rotation.x = -Math.PI / 24;
}

function addLeftArm() {
  const bicepGeo = new THREE.BoxGeometry(2.5, 1, 1);
  const bicep = new THREE.Mesh(bicepGeo, skinMaterial);
  const foreArmGeo = new THREE.BoxGeometry(2.5, 1.25, 1.25);
  const foreArm = new THREE.Mesh(foreArmGeo, skinMaterial);
  
  scene.add(bicep);
  scene.add(foreArm);
  
  bicep.castShadow = true;
  foreArm.castShadow = true;
  
  bicep.position.set(-2, 0, 0.2);
  bicep.rotation.z = Math.PI / 4;
  bicep.rotation.y = Math.PI / 4;
  
  foreArm.position.set(-2.4, 0, 1.2);
  foreArm.rotation.z = -Math.PI / 2 - 0.3;
  foreArm.rotation.x = Math.PI / 8;
}

function addRightArm() {
  const bicepGeo = new THREE.BoxGeometry(2.5, 1, 1);
  const bicep = new THREE.Mesh(bicepGeo, skinMaterial);
  const foreArmGeo = new THREE.BoxGeometry(2.5, 1.25, 1.25);
  const foreArm = new THREE.Mesh(foreArmGeo, skinMaterial);
  
  scene.add(bicep);
  scene.add(foreArm);
  
  bicep.castShadow = true;
  foreArm.castShadow = true;
  
  bicep.position.set(2, 0, -0.25);
  bicep.rotation.z = -Math.PI / 4;
  bicep.rotation.y = -Math.PI / 8;
  
  foreArm.position.set(2.4, -1.5, 0.42);
  foreArm.rotation.z = Math.PI / 2 - 0.3;
  foreArm.rotation.x = -Math.PI / 8;
}

function addArms() {
  addLeftArm();
  addRightArm();
}

function addLegs() {
  const pantsGeo = new THREE.BoxGeometry(3.25, 0.6, 1.8);
  const pants = new THREE.Mesh(pantsGeo, materialDark);
  
  const legGeo = new THREE.BoxGeometry(1.25, 1, 1.4);
  const legLeft = new THREE.Mesh(legGeo, materialDark);
  
  const bootGeo1 = new THREE.BoxGeometry(1, 0.8, 1);
  const bootGeo2 = new THREE.BoxGeometry(1, 0.45, 1)
  
  const bootTopLeft = new THREE.Mesh(bootGeo1, materialDarkest);
  const bootBottomLeft = new THREE.Mesh(bootGeo2, materialDarkest);
  
  scene.add(pants);
  scene.add(legLeft);
  scene.add(applyedLeg);
  scene.add(bootTopLeft);
  scene.add(bootBottomLeft);
  
  pants.castShadow = true;
  legLeft.castShadow = true;
  bootTopLeft.castShadow = true;
  bootBottomLeft.castShadow = true;
  
  pants.position.set(0, -2.75, -0.4);
  legLeft.position.set(-0.75, -3.5, -0.35);
  bootTopLeft.position.set(-0.75, -4.4, -0.35);
  bootBottomLeft.position.set(-0.75, -4.58, 0.1);
}

function addWeapon() {
  const group = new THREE.Group();
  
  group.add(applyedWeapon);
  
  scene.add(group);

  group.position.set(-1.8, 1.5, 0);
  group.rotation.y = Math.PI / 2;
  group.rotation.x = Math.PI / 12;
}

function animate() {
  requestAnimationFrame(animate);
  
  renderer.render(scene, camera);
}

function toggleLegsMenu() {
  const element = document.querySelector('.leg-options');
  const signElement = document.querySelector('.add-sign-legs');
  
  legOptionsOpen = !legOptionsOpen;
  
  element.style.visibility = legOptionsOpen ? 'visible' : 'hidden';
  element.style.opacity = legOptionsOpen ? 1 : 0;
  signElement.style.transform = legOptionsOpen ? "rotate(45deg)" : "rotate(0deg)";
}

function toggleWeaponsMenu() {
  const element = document.querySelector('.weapon-options');
  const signElement = document.querySelector('.add-sign-weapon');
  
  weaponOptionsOpen = !weaponOptionsOpen;
  
  element.style.visibility = weaponOptionsOpen ? 'visible' : 'hidden';
  element.style.opacity = weaponOptionsOpen ? 1 : 0;
  signElement.style.transform = weaponOptionsOpen ? "rotate(45deg)" : "rotate(0deg)";
}

function applyLegs(value) {
  const legs = {
    0: rightLeg(),
    1: pegLeg()
  }
  
  applyedLeg = legs[value];
  draw();
}

function applyWeapon(value) {
  const weapons = {
    0: axe(),
    1: sword()
  }
  
  applyedWeapon = weapons[value];
  draw();
}

function draw() {
  scene.remove.apply(scene, scene.children);
  addHead();
  addBeard();
  addMustache();
  addBody();
  addArms();
  addLegs();
  addWeapon();
  addLights();
  addPlane();
}

animate();
draw();

window.addEventListener( 'resize', onWindowResize, false );

function onWindowResize(){
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();

  renderer.setSize( window.innerWidth, window.innerHeight );
}

              
            
!
999px

Console