 #include "colors.inc"
  #include "golds.inc"
  #include "textures.inc"
  #include "stones.inc"
  #include "glass.inc"
  #include "metals.inc"
  #include "Hhead3.inc"
  #include "skies.inc"

/*
  camera {
       location <0, -5,-40>
//       location <0, 15,-40>
  //      location <90, 48,90>            //test for problems
    look_at <0,3,0>
 //  angle 79
    angle 39
  }
*/

#declare CClockCu=2.8/.8*clock-.12
#declare ydeltCu=.7
#declare larmxCu=5+50*cos(CClockCu*2*pi)   //was +25
#declare larmzCu=20
#declare rarmxCu=5+50*cos(CClockCu*2*pi+pi)   //was +25
#declare rarmzCu=-20
#declare lelbowCu=37.5+22.5*cos(CClockCu*2*pi+pi/3)
#declare relbowCu=37.5+22.5*cos(CClockCu*2*pi+pi/3+pi)
#declare foreLCu=1.02
#declare llegxCu=-40*cos(CClockCu*2*pi)-5
#declare llegyCu=-15/3             //was -15
#declare rlegxCu=-40*cos(CClockCu*2*pi+pi)-5
#declare rlegyCu=15/3             //was 15
//#declare lshinx=-10+(cos(CClockCu*4*pi)-1)*(2*pi-mod(CClockCu*2*pi,2*pi))*13
//#declare rshinx=-10+(cos(CClockCu*4*pi*pi)-1)*(2*pi-mod(CClockCu*2*pi+pi,2*pi))*13
#declare lshinxCu=-5+45*(-1+cos(CClockCu*4*pi))/pow((int(sin(2*CClockCu*pi+pi)+.999)+1),2)
#declare rshinxCu=-5+45*(-1+cos(CClockCu*4*pi))/pow((int(sin(2*CClockCu*pi)+.999)+1),2)
#declare thighLCu=2.65
#declare shinLCu=2.3
#declare bicepLCu=2.2
#declare boostCu=1
#declare jointCu=1
#declare footACu=90
#declare chestYCu=4.5
#declare headACu=0
#declare fingRACu=-30
#declare fingLACu=30

#declare CClockNi=5*clock
#declare ydeltNi=.7
#declare larmxNi=5+50*cos(CClockNi*2*pi)   //was +25
#declare larmzNi=20
#declare rarmxNi=5+50*cos(CClockNi*2*pi+pi)   //was +25
#declare rarmzNi=-20
#declare lelbowNi=37.5+22.5*cos(CClockNi*2*pi+pi/3)
#declare relbowNi=37.5+22.5*cos(CClockNi*2*pi+pi/3+pi)
#declare foreLNi=1.02
#declare llegxNi=-40*cos(CClockNi*2*pi)-5
#declare llegyNi=-15/3             //was -15
#declare rlegxNi=-40*cos(CClockNi*2*pi+pi)-5
#declare rlegyNi=15/3             //was 15
//#declare lshinx=-10+(cos(CClockNi*4*pi)-1)*(2*pi-mod(CClockNi*2*pi,2*pi))*13
//#declare rshinx=-10+(cos(CClockNi*4*pi*pi)-1)*(2*pi-mod(CClockNi*2*pi+pi,2*pi))*13
#declare lshinxNi=-5+45*(-1+cos(CClockNi*4*pi))/pow((int(sin(2*CClockNi*pi+pi)+.999)+1),2)
#declare rshinxNi=-5+45*(-1+cos(CClockNi*4*pi))/pow((int(sin(2*CClockNi*pi)+.999)+1),2)
#declare thighLNi=2.65
#declare shinLNi=2.3
#declare bicepLNi=2.2
#declare boostNi=1
#declare jointNi=1
#declare footANi=90
#declare chestYNi=4.5
#declare headANi=0
#declare fingRANi=-30
#declare fingLANi=30



#declare CuPosX=1
#declare CuPosY=2.*abs(sin(CClockCu*2*pi))
#declare CuPosZ=-25-CClockCu*25
#declare CuPosDX=1
#declare CuPosDY=1
#declare CuPosDZ=1
#declare CuTex= texture {T_Copper_2C}
#declare NiTex= texture {T_Chrome_2C}
#declare NiPosX=0
#declare NiPosY=2.*abs(sin(CClockNi*2*pi))
#declare NiPosZ=-CClockNi*25
#declare NiPosDX=1
#declare NiPosDY=1
#declare NiPosDZ=1


#declare body2=
blob {
threshold 0.4


sphere { <0,0,0>,2,1   scale <2,3.5,2>
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }

sphere {<0,0,0>,1.5,1   //scale <.2,.2,.1>          //cheeks
       translate <-1.2,-.30,-.9>
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
sphere {<0,0,0>,1.5,1   //scale <.2,.2,.1>          //cheeks
       translate <1.2,-.30,-.9>
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }

sphere {<0,0,0>,1.1,-1   //scale <.2,.2,.1>          //eyesockets
       translate <1,1.4,-1.1>
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }

sphere {<0,0,0>,1.1,-1   //scale <.2,.2,.1>          //eyesockets
       translate <-1,1.4,-1.1>
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }

sphere {<0,0,0>,6,1   scale <.6,.8,.8>          //back brain
      translate <0,1.9,2>
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }

#declare browX=0.1
#declare browZ=0.3

cylinder{<-1.42,1.4,-2.6>,<1.42,1.4,-2.6>,1,-1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //anti-brow
cylinder{<-1.4+browX*0,2.3,-1.00>,<1.4-browX*0,2.3,-1.00>,1.1,2
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*1,2.7,-0.925>,<1.4-browX*1,2.7,-0.925>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*2,3.1,-0.850>,<1.4-browX*2,3.1,-0.850>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*3,3.4,-0.775>,<1.4-browX*3,3.4,-0.775>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*4,3.7,-0.700>,<1.4-browX*4,3.7,-0.700>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*5,4.0,-0.625>,<1.4-browX*5,4.0,-0.625>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow




cylinder{<-1.4+browX*0,2.3,-1.00+browZ>,<1.4-browX*0,2.3,-1+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*1,2.7,-0.95+browZ>,<1.4-browX*1,2.7,-0.95+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*2,3.1,-0.90+browZ>,<1.4-browX*2,3.1,-0.90+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*3,3.4,-0.85+browZ>,<1.4-browX*3,3.4,-0.85+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*4,3.7,-0.80+browZ>,<1.4-browX*4,3.7,-0.80+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
//cylinder{<-1.4+browX*5,4.0,-0.75+browZ>,<1.4-browX*5,4.0,-0.75+browZ>,1.1,1            translate <NiPosX,NiPosY,NiPosZ>
//scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
  //          }          //brow

#declare browX=browX*.9
#declare browZ= 2*browZ
cylinder{<-1.4+browX*0,2.3,-1.00+browZ>,<1.4-browX*0,2.3,-1+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*1,2.7,-0.95+browZ>,<1.4-browX*1,2.7,-0.95+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*2,3.1,-0.90+browZ>,<1.4-browX*2,3.1,-0.90+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*3,3.4,-0.85+browZ>,<1.4-browX*3,3.4,-0.85+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*4,3.7,-0.80+browZ>,<1.4-browX*4,3.7,-0.80+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*5,4.0,-0.75+browZ>,<1.4-browX*5,4.0,-0.75+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow

#declare browX=browX*.9
#declare browZ= 3*browZ/2
cylinder{<-1.4+browX*0,2.3,-1.00+browZ>,<1.4-browX*0,2.3,-1+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*1,2.7,-0.95+browZ>,<1.4-browX*1,2.7,-0.95+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*2,3.1,-0.90+browZ>,<1.4-browX*2,3.1,-0.90+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*3,3.4,-0.85+browZ>,<1.4-browX*3,3.4,-0.85+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*4,3.7,-0.80+browZ>,<1.4-browX*4,3.7,-0.80+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow
cylinder{<-1.4+browX*5,4.0,-0.75+browZ>,<1.4-browX*5,4.0,-0.75+browZ>,1.1,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }          //brow

cylinder{<-1.3+browX*5,3.6,-0.75+browZ>,<-1.2+browX*5,3.35,0.75+browZ>,2,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
cylinder{<1.3-browX*5,3.6,-0.75+browZ>,<1.2-browX*5,3.35,0.75+browZ>,2,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }

cylinder {<0,2.1,-1.7>,<0,-.4,-2.9>,.5,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }                      //nose
cylinder {<0,2.1,-1.7>,<0,-.4,-2.9>,.5,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }                      //nose
cylinder {<0,2.1,-1.7>,<0,-.4,-2.6>,.5,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }                      //nose
cylinder {<-.1,-.1,-2.6>,<-.5,-.5,-2.7>,.4,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }                      //nose
cylinder {<.1,-.1,-2.6>,<.5,-.5,-2.7>,.4,1
            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }                      //nose


sphere {<0,0,0>,2,-4
       scale <.8,.15,1>                 //mouth??
       translate <0,-2.,-1>

            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }

cylinder {<0,1,0>,<0,-1,0>,1.5,1
         scale <1,.8,.8>
         translate <0,-2.6,-1.4>             //chin

            translate <NiPosX,NiPosY,NiPosZ>
scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }





sphere { <0,0,0>,2,1   scale <2,3.5,2>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }

sphere {<0,0,0>,1.5,1   //scale <.2,.2,.1>          //cheeks
       translate <-1.2,-.30,-.9>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
sphere {<0,0,0>,1.5,1   //scale <.2,.2,.1>          //cheeks
       translate <1.2,-.30,-.9>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }

sphere {<0,0,0>,1.1,-1   //scale <.2,.2,.1>          //eyesockets
       translate <1,1.4,-1.1>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }

sphere {<0,0,0>,1.1,-1   //scale <.2,.2,.1>          //eyesockets
       translate <-1,1.4,-1.1>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }

sphere {<0,0,0>,6,1   scale <.6,.8,.8>          //back brain
      translate <0,1.9,2>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }

#declare browX=0.1
#declare browZ=0.3

cylinder{<-1.42,1.4,-2.6>,<1.42,1.4,-2.6>,1,-1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //anti-brow
cylinder{<-1.4+browX*0,2.3,-1.00>,<1.4-browX*0,2.3,-1.00>,1.1,2
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*1,2.7,-0.925>,<1.4-browX*1,2.7,-0.925>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*2,3.1,-0.850>,<1.4-browX*2,3.1,-0.850>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*3,3.4,-0.775>,<1.4-browX*3,3.4,-0.775>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*4,3.7,-0.700>,<1.4-browX*4,3.7,-0.700>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*5,4.0,-0.625>,<1.4-browX*5,4.0,-0.625>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow




cylinder{<-1.4+browX*0,2.3,-1.00+browZ>,<1.4-browX*0,2.3,-1+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*1,2.7,-0.95+browZ>,<1.4-browX*1,2.7,-0.95+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*2,3.1,-0.90+browZ>,<1.4-browX*2,3.1,-0.90+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*3,3.4,-0.85+browZ>,<1.4-browX*3,3.4,-0.85+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*4,3.7,-0.80+browZ>,<1.4-browX*4,3.7,-0.80+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
//cylinder{<-1.4+browX*5,4.0,-0.75+browZ>,<1.4-browX*5,4.0,-0.75+browZ>,1.1,1            translate <CuPosX,CuPosY,CuPosZ>
//scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
  //          }          //brow

#declare browX=browX*.9
#declare browZ= 2*browZ
cylinder{<-1.4+browX*0,2.3,-1.00+browZ>,<1.4-browX*0,2.3,-1+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*1,2.7,-0.95+browZ>,<1.4-browX*1,2.7,-0.95+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*2,3.1,-0.90+browZ>,<1.4-browX*2,3.1,-0.90+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*3,3.4,-0.85+browZ>,<1.4-browX*3,3.4,-0.85+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*4,3.7,-0.80+browZ>,<1.4-browX*4,3.7,-0.80+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*5,4.0,-0.75+browZ>,<1.4-browX*5,4.0,-0.75+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow

#declare browX=browX*.9
#declare browZ= 3*browZ/2
cylinder{<-1.4+browX*0,2.3,-1.00+browZ>,<1.4-browX*0,2.3,-1+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*1,2.7,-0.95+browZ>,<1.4-browX*1,2.7,-0.95+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*2,3.1,-0.90+browZ>,<1.4-browX*2,3.1,-0.90+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*3,3.4,-0.85+browZ>,<1.4-browX*3,3.4,-0.85+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*4,3.7,-0.80+browZ>,<1.4-browX*4,3.7,-0.80+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow
cylinder{<-1.4+browX*5,4.0,-0.75+browZ>,<1.4-browX*5,4.0,-0.75+browZ>,1.1,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }          //brow

cylinder{<-1.3+browX*5,3.6,-0.75+browZ>,<-1.2+browX*5,3.35,0.75+browZ>,2,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
cylinder{<1.3-browX*5,3.6,-0.75+browZ>,<1.2-browX*5,3.35,0.75+browZ>,2,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }

cylinder {<0,2.1,-1.7>,<0,-.4,-2.9>,.5,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }                      //nose
cylinder {<0,2.1,-1.7>,<0,-.4,-2.9>,.5,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }                      //nose
cylinder {<0,2.1,-1.7>,<0,-.4,-2.6>,.5,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }                      //nose
cylinder {<-.1,-.1,-2.6>,<-.5,-.5,-2.7>,.4,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }                      //nose
cylinder {<.1,-.1,-2.6>,<.5,-.5,-2.7>,.4,1
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }                      //nose


sphere {<0,0,0>,2,-4
       scale <.8,.15,1>                 //mouth??
       translate <0,-2.,-1>

            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }

cylinder {<0,1,0>,<0,-1,0>,1.5,1
         scale <1,.8,.8>
         translate <0,-2.6,-1.4>             //chin

            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }





















   sphere {<0,0,0>,1.35*boostCu,1                   //shoulder ball
         //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,1,1>
            translate <2,chestYCu+.15,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,0,0>,1.35*boostCu,1                   //shoulder ball
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,1,1>
            translate <-2,chestYCu+.15,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     cylinder {<-1.0,0,0>,<1.0,0,0>,2,1                 //shouldertop
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <1,.4,.3>
              translate <0,chestYCu+.15,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
     cylinder {<0,chestYCu-.3,0>,<0,chestYCu+2.7,-.23>,1,1   //neck
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }            
              

     sphere {<0,-bicepLCu,0>,bicepLCu*1*boostCu,1                   //biceps
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,1.4,1>
            translate <0.2,.75,-.1>
            scale <0.55,1,0.65>
            rotate <larmxCu,0,larmzCu>
            translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     cylinder {<0,0-ydeltCu*1.6,0>,<0,-bicepLCu-ydeltCu,0>,bicepLCu*boostCu,1                   //biceps
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <0.3,1,0.3>
            rotate <larmxCu,0,larmzCu>
            translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,-bicepLCu,0>,bicepLCu*1*boostCu,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,1.4,1>
            translate <-.2,.75,-.1>
            scale <0.55,1,0.65>
            rotate <rarmxCu,0,rarmzCu>
            translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     cylinder{<0,0-ydeltCu*1.6,0>,<0,-bicepLCu-ydeltCu,0>,bicepLCu*boostCu,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>

            scale <0.3,1,0.3>
            rotate <rarmxCu,0,rarmzCu>
            translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,0,0>,foreLCu*1.75*boostCu,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.45,1,.5>
              translate <0,-foreLCu+.55,0>
              rotate <lelbowCu,0,-.20>
              translate <0,-2*bicepLCu,0-.2>
              rotate <larmxCu,0,larmzCu>
              translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }

     cylinder{<0,0-ydeltCu,0>,<0,-foreLCu-ydeltCu,0>,foreLCu*1.5*boostCu,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.35,1,.375>
              rotate <lelbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>                //
              rotate <larmxCu,0,larmzCu>
              translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
     sphere {<0,0,0>,foreLCu*1.75*boostCu,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.35,1,.5>
              translate <0,-foreLCu+.55,0>
              rotate <relbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <rarmxCu,0,rarmzCu>
              translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
      cylinder{<0,0-ydeltCu,0>,<0,-foreLCu-ydeltCu,0>,foreLCu*1.5*boostCu,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.35,1,.375>
              rotate <relbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <rarmxCu,0,rarmzCu>
              translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }

/*
     cylinder{<-.6,0,-.15>,<.6,0,-.15>,1,1                //hand
             //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.5,1,1>
              translate <.2,-2*foreLCu-.3,-.2>
              //scale <.5,1,.375>
              rotate <lelbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <larmxCu,0,larmzCu>
              translate <2,chestYCu,0>
              }
 */
  cylinder{<-.6,0,-.15>,<.6,0,-.15>,1,1                //hand
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.225,.9,1.1>
              translate <-.2,-2*foreLCu-.3,-.2>
              //scale <.5,1,.375>
              rotate <relbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <rarmxCu,0,rarmzCu>
              translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }

      cylinder{<-0,.13,-1.15>,<0,.13-.5,-1.65>,.4,1              //thumb
             //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.5,1.3,.5>
              translate <-.2,-2*foreLCu-.3,-.2>
              //scale <.5,1,.375>
              rotate <relbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <rarmxCu,0,rarmzCu>
              translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
#declare fingD=.65
#declare fingS=-1

 cylinder{<-0,-.2,fingS>,<0,-.2-.85,fingS>,.4,1                 //finger
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.45,0.8,.45>
               rotate <0,0,-fingRACu>
              translate <-.2,-2*foreLCu-.8,-.2>
              //scale <.5,1,.375>
              rotate <relbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <rarmxCu,0,rarmzCu>
              translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }


cylinder{<-0,-.2,fingS+fingD*1>,<0,-.2-.85,fingS+fingD*1>,.4,1          //finger
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.45,0.9,.45>
               rotate <0,0,-fingRACu>
              translate <-.2,-2*foreLCu-.8,-.2>
              //scale <.5,1,.375>
              rotate <relbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <rarmxCu,0,rarmzCu>
              translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
cylinder{<-0,-.2,fingS+fingD*2>,<0,-.2-.85,fingS+fingD*2>,.4,1           //finger
               //scale <CuPosDX,CuPosDY,CuPosDZ>
               scale <.45,0.8,.45>
                rotate <0,0,-fingRACu>
              translate <-.2,-2*foreLCu-.8,-.2>
              //scale <.5,1,.375>
              rotate <relbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <rarmxCu,0,rarmzCu>
              translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
 cylinder{<-0,-.2,fingS+fingD*3>,<0,-.2-.85,fingS+fingD*3>,.4,1         //finger
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.45,0.7,.45>
               rotate <0,0,-fingRACu>
              translate <-.2,-2*foreLCu-.8,-.2>
              //scale <.5,1,.375>
              rotate <relbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <rarmxCu,0,rarmzCu>
              translate <-2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }

cylinder{<.6,0,-.15>,<-.6,0,-.15>,1,1                //hand
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.225,.9,1.1>
              translate <.2,-2*foreLCu-.3,-.2>
              //scale <.5,1,.375>
              rotate <lelbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <larmxCu,0,larmzCu>
              translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }

    cylinder{<-0,.13,-1.15>,<0,.13-.5,-1.65>,.4,1                //thumb
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.5,1.3,.5>
              translate <.2,-2*foreLCu-.3,-.2>
              //scale <.5,1,.375>
              rotate <lelbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <larmxCu,0,larmzCu>
              translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
#declare fingD=.65
#declare fingS=-1

 cylinder{<-0,-.2,fingS>,<0,-.2-.85,fingS>,.4,1                 //finger
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.45,0.8,.45>
               rotate <0,0,-fingLACu>
              translate <.2,-2*foreLCu-.8,-.2>
              //scale <.5,1,.375>
              rotate <lelbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <larmxCu,0,larmzCu>
              translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }


 cylinder{<-0,-.2,fingS+fingD*1>,<0,-.2-.85,fingS+fingD*1>,.4,1                //finger
            //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.45,0.9,.45>
               rotate <0,0,-fingLACu>
              translate <.2,-2*foreLCu-.8,-.2>
              //scale <.5,1,.375>
              rotate <lelbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <larmxCu,0,larmzCu>
              translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
 cylinder{<-0,-.2,fingS+fingD*2>,<0,-.2-.85,fingS+fingD*2>,.4,1                //finger
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.45,0.8,.45>
               rotate <0,0,-fingLACu>
              translate <.2,-2*foreLCu-.8,-.2>
              //scale <.5,1,.375>
              rotate <lelbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <larmxCu,0,larmzCu>
              translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
 cylinder{<-0,-.2,fingS+fingD*3>,<0,-.2-.85,fingS+fingD*3>,.4,1                //finger
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.45,0.7,.45>
               rotate <0,0,-fingLACu>
              translate <.2,-2*foreLCu-.8,-.2>
              //scale <.5,1,.375>
              rotate <lelbowCu,0,0>
              translate <0,-2*bicepLCu,0-.2>
              rotate <larmxCu,0,larmzCu>
              translate <2,chestYCu,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }


cylinder {<0,15,0>,<0,0,0>,3.2*boostCu,1                        //torso
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.9,.333,.4>
              translate <0,-1,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }
cylinder {<0,5,0>,<0,0,0>,3.2*boostCu,1                        //torso
              //scale <CuPosDX,CuPosDY,CuPosDZ>
              scale <.9*.8,1*.46,.4*.78>
              translate <0,1,-.6>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
              }


  sphere {<0,-thighLCu-ydeltCu*0,0>,thighLCu*1.2*boostCu,1                 //thigh
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <0.55,1.2,0.55>
            rotate <llegxCu,llegyCu,0>
            translate <0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
  cylinder{<0,0-ydeltCu,0>,<0,-thighLCu-ydeltCu,0>,thighLCu*boostCu,1          //thigh
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <0.55,1,0.55>
            rotate <llegxCu,llegyCu,0>
            translate <0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
  sphere {<0,-thighLCu-ydeltCu*0,0>,thighLCu*1.2*boostCu,1                 //thigh
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <0.55,1.2,0.55>
            rotate <rlegxCu,rlegyCu,0>
            translate <-0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
 cylinder{<0,0-ydeltCu,0>,<0,-thighLCu-ydeltCu,0>,thighLCu*boostCu,1          //thigh
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <0.55,1,0.55>
            rotate <rlegxCu,rlegyCu,0>
            translate <-0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
  sphere {<0,-shinLCu-ydeltCu,0>,shinLCu*boostCu*.65,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            translate <-.0,shinLCu/2,.220>
            scale <.8,1,.8>
            rotate <lshinxCu,0,0>
            translate <0,-2*thighLCu,0>
            rotate <llegxCu,llegyCu,0>
            translate <0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
cylinder{<0,0-ydeltCu,0>,<0,-shinLCu-ydeltCu,0>,shinLCu*boostCu,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>
          translate <0,0,.6>
            scale <.4,1,.4>
            rotate <lshinxCu,0,0>
            translate <0,-2*thighLCu,0>
            rotate <llegxCu,llegyCu,0>
            translate <0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
   sphere {<0,-shinLCu-ydeltCu,0>,shinLCu*boostCu*.65,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            translate <0,shinLCu/2,.220>
            scale <.8,1,.8>
            rotate <rshinxCu,0,0>
            translate <0,-2*thighLCu,0>
            rotate <rlegxCu,rlegyCu,0>
            translate <-0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
  cylinder{<0,0-ydeltCu,0>,<0,-shinLCu-ydeltCu,0>,shinLCu*boostCu,1
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            translate <0,0,.6>
            scale <.4,1,.4>
            rotate <rshinxCu,0,0>
            translate <0,-2*thighLCu,0>
            rotate <rlegxCu,rlegyCu,0>
            translate <-0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
    sphere {<0,-shinLCu-ydeltCu,0>,shinLCu*.5,1         //foot
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            translate <0,-shinLCu*.5,.220>
            scale <.8,1,.8>
            rotate <lshinxCu,0,0>
            translate <0,-2*thighLCu,0>
            rotate <llegxCu,llegyCu,0>
            translate <0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     cylinder {<0,0,0>,<0,-shinLCu,0>,shinLCu*.5,1         //foot
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,.8,.5>
            rotate <footACu,0,0>
            translate <0,-shinLCu*1.6-ydeltCu,.220>
            rotate <lshinxCu,0,0>
            translate <0,-2*thighLCu,0>
            rotate <llegxCu,llegyCu,0>
            translate <0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,-shinLCu-ydeltCu,0>,shinLCu*.5,1         //foot
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            translate <0,-shinLCu*.5,.220>
            scale <.8,1,.8>
            rotate <rshinxCu,0,0>
            translate <0,-2*thighLCu,0>
            rotate <rlegxCu,rlegyCu,0>
            translate <-0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     cylinder {<0,0,0>,<0,-shinLCu,0>,shinLCu*.5,1         //foot
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,.8,.5>
            rotate <footACu,0,0>
            translate <0,-shinLCu*1.6-ydeltCu,.220>
            rotate <rshinxCu,0,0>
            translate <0,-2*thighLCu,0>
            rotate <rlegxCu,rlegyCu,0>
            translate <-0.7,-0.7,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,0,0>,1.9*boostCu,1                   //but
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,1,1>
            translate <-.6,-1.1,.051>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,0,0>,1.9*boostCu,1                   //but
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,1,1>
            translate <.6,-1.1,.051>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,0,0>,1.9*boostCu,1                   //but
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,1,1>
            translate <-.6,-1.1,.151>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,0,0>,1.9*boostCu,1                   //but
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1,1,1>
            translate <.6,-1.1,.151>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,0,0>,1.5*boostCu,-1.52                   //anti-but
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <.4,1,1>
            translate <-2,-1,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
     sphere {<0,0,0>,1.5*boostCu,-1.52                  //anti-but
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <.4,1,1>
            translate <2,-1,0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
            }
/*
     sphere {<0,0,0>,1.2*boostCu,1                   //chestmusc
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1.4,1.,1.5>
            translate <.7,chestYCu-.6,-.31>
            }
//     sphere {<0,0,0>,1.2*boostCu,1                   //chest musc
              //scale <CuPosDX,CuPosDY,CuPosDZ>
            scale <1.4,1.,1.5>
            translate <-.7,chestYCu-.6,-.3>
            }
*/

cylinder{<-1.,.0,.0>,<-.5,-0,0>,1.0,1                  //chest musc
              //scale <CuPosDX,CuPosDY,CuPosDZ>
         scale <1,1.2,1.2>
         translate <-.2,chestYCu-.7,-1.>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
         }

cylinder{<.5,-0,0>,<1.,0.0,.0>,1.0,1                  //chest musc
              //scale <CuPosDX,CuPosDY,CuPosDZ>
         scale <1,1.2,1.2>
         translate <0.2,chestYCu-.7,-1.>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}
         }
 //HERE IS NI!-------------------------------------------------

     sphere {<0,0,0>,1.35*boostNi,1                   //shoulder ball
             // scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,1,1>
            translate <2,chestYNi+.15,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,0,0>,1.35*boostNi,1                   //shoulder ball
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,1,1>
            translate <-2,chestYNi+.15,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     cylinder {<-1.0,0,0>,<1.0,0,0>,2,1                 //shouldertop
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <1,.4,.3>
              translate <0,chestYNi+.15,0>

            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
     cylinder {<0,chestYNi-.3,0>,<0,chestYNi+2.7,-.23>,1,1   //neck
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }

     sphere {<0,-bicepLNi,0>,bicepLNi*1*boostNi,1                   //biceps
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,1.4,1>
            translate <0.2,.75,-.1>
            scale <0.55,1,0.65>
            rotate <larmxNi,0,larmzNi>
            translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     cylinder {<0,0-ydeltNi*1.6,0>,<0,-bicepLNi-ydeltNi,0>,bicepLNi*boostNi,1                   //biceps
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <0.3,1,0.3>
            rotate <larmxNi,0,larmzNi>
            translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,-bicepLNi,0>,bicepLNi*1*boostNi,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,1.4,1>
            translate <-.2,.75,-.1>
            scale <0.55,1,0.65>
            rotate <rarmxNi,0,rarmzNi>
            translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     cylinder{<0,0-ydeltNi*1.6,0>,<0,-bicepLNi-ydeltNi,0>,bicepLNi*boostNi,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <0.3,1,0.3>
            rotate <rarmxNi,0,rarmzNi>
            translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,0,0>,foreLNi*1.75*boostNi,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.45,1,.5>
              translate <0,-foreLNi+.55,0>
              rotate <lelbowNi,0,-.20>
              translate <0,-2*bicepLNi,0-.2>
              rotate <larmxNi,0,larmzNi>
              translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }

     cylinder{<0,0-ydeltNi,0>,<0,-foreLNi-ydeltNi,0>,foreLNi*1.5*boostNi,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.35,1,.375>
              rotate <lelbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>                //
              rotate <larmxNi,0,larmzNi>
              translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
     sphere {<0,0,0>,foreLNi*1.75*boostNi,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.35,1,.5>
              translate <0,-foreLNi+.55,0>
              rotate <relbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <rarmxNi,0,rarmzNi>
              translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
      cylinder{<0,0-ydeltNi,0>,<0,-foreLNi-ydeltNi,0>,foreLNi*1.5*boostNi,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.35,1,.375>
              rotate <relbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <rarmxNi,0,rarmzNi>
              translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }

/*
     cylinder{<-.6,0,-.15>,<.6,0,-.15>,1,1                //hand
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.5,1,1>
              translate <.2,-2*foreLNi-.3,-.2>
              //scale <.5,1,.375>
              rotate <lelbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <larmxNi,0,larmzNi>
              translate <2,chestYNi,0>
              }
 */
  cylinder{<-.6,0,-.15>,<.6,0,-.15>,1,1                //hand
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.225,.9,1.1>
              translate <-.2,-2*foreLNi-.3,-.2>
              //scale <.5,1,.375>
              rotate <relbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <rarmxNi,0,rarmzNi>
              translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }

      cylinder{<-0,.13,-1.15>,<0,.13-.5,-1.65>,.4,1              //thumb
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.5,1.3,.5>
              translate <-.2,-2*foreLNi-.3,-.2>
              //scale <.5,1,.375>
              rotate <relbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <rarmxNi,0,rarmzNi>
              translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
#declare fingD=.65
#declare fingS=-1

 cylinder{<-0,-.2,fingS>,<0,-.2-.85,fingS>,.4,1                 //finger
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.45,0.8,.45>
               rotate <0,0,-fingRANi>
              translate <-.2,-2*foreLNi-.8,-.2>
              //scale <.5,1,.375>
              rotate <relbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <rarmxNi,0,rarmzNi>
              translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }


cylinder{<-0,-.2,fingS+fingD*1>,<0,-.2-.85,fingS+fingD*1>,.4,1          //finger
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.45,0.9,.45>
               rotate <0,0,-fingRANi>
              translate <-.2,-2*foreLNi-.8,-.2>
              //scale <.5,1,.375>
              rotate <relbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <rarmxNi,0,rarmzNi>
              translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
cylinder{<-0,-.2,fingS+fingD*2>,<0,-.2-.85,fingS+fingD*2>,.4,1           //finger
            //scale <NiPosDX,NiPosDY,NiPosDZ>
               scale <.45,0.8,.45>
                rotate <0,0,-fingRANi>
              translate <-.2,-2*foreLNi-.8,-.2>
              //scale <.5,1,.375>
              rotate <relbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <rarmxNi,0,rarmzNi>
              translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
 cylinder{<-0,-.2,fingS+fingD*3>,<0,-.2-.85,fingS+fingD*3>,.4,1         //finger
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.45,0.7,.45>
               rotate <0,0,-fingRANi>
              translate <-.2,-2*foreLNi-.8,-.2>
              //scale <.5,1,.375>
              rotate <relbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <rarmxNi,0,rarmzNi>
              translate <-2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }

cylinder{<.6,0,-.15>,<-.6,0,-.15>,1,1                //hand
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.225,.9,1.1>
              translate <.2,-2*foreLNi-.3,-.2>
              //scale <.5,1,.375>
              rotate <lelbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <larmxNi,0,larmzNi>
              translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }

    cylinder{<-0,.13,-1.15>,<0,.13-.5,-1.65>,.4,1                //thumb
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.5,1.3,.5>
              translate <.2,-2*foreLNi-.3,-.2>
              //scale <.5,1,.375>
              rotate <lelbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <larmxNi,0,larmzNi>
              translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
#declare fingD=.65
#declare fingS=-1

 cylinder{<-0,-.2,fingS>,<0,-.2-.85,fingS>,.4,1                 //finger
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.45,0.8,.45>
               rotate <0,0,-fingLANi>
              translate <.2,-2*foreLNi-.8,-.2>
              //scale <.5,1,.375>
              rotate <lelbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <larmxNi,0,larmzNi>
              translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }


 cylinder{<-0,-.2,fingS+fingD*1>,<0,-.2-.85,fingS+fingD*1>,.4,1                //finger
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.45,0.9,.45>
               rotate <0,0,-fingLANi>
              translate <.2,-2*foreLNi-.8,-.2>
              //scale <.5,1,.375>
              rotate <lelbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <larmxNi,0,larmzNi>
              translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
 cylinder{<-0,-.2,fingS+fingD*2>,<0,-.2-.85,fingS+fingD*2>,.4,1                //finger
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.45,0.8,.45>
               rotate <0,0,-fingLANi>
              translate <.2,-2*foreLNi-.8,-.2>
              //scale <.5,1,.375>
              rotate <lelbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <larmxNi,0,larmzNi>
              translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
 cylinder{<-0,-.2,fingS+fingD*3>,<0,-.2-.85,fingS+fingD*3>,.4,1                //finger
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.45,0.7,.45>
               rotate <0,0,-fingLANi>
              translate <.2,-2*foreLNi-.8,-.2>
              //scale <.5,1,.375>
              rotate <lelbowNi,0,0>
              translate <0,-2*bicepLNi,0-.2>
              rotate <larmxNi,0,larmzNi>
              translate <2,chestYNi,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }


cylinder {<0,15,0>,<0,0,0>,3.2*boostNi,1                        //torso
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.9,.333,.4>
              translate <0,-1,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }
cylinder {<0,5,0>,<0,0,0>,3.2*boostNi,1                        //torso
            //scale <NiPosDX,NiPosDY,NiPosDZ>
              scale <.9*.8,1*.46,.4*.78>
              translate <0,1,-.6>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
              }


  sphere {<0,-thighLNi-ydeltNi*0,0>,thighLNi*1.2*boostNi,1                 //thigh
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <0.55,1.2,0.55>
            rotate <llegxNi,llegyNi,0>
            translate <0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
  cylinder{<0,0-ydeltNi,0>,<0,-thighLNi-ydeltNi,0>,thighLNi*boostNi,1          //thigh
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <0.55,1,0.55>
            rotate <llegxNi,llegyNi,0>
            translate <0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
  sphere {<0,-thighLNi-ydeltNi*0,0>,thighLNi*1.2*boostNi,1                 //thigh
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <0.55,1.2,0.55>
            rotate <rlegxNi,rlegyNi,0>
            translate <-0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
 cylinder{<0,0-ydeltNi,0>,<0,-thighLNi-ydeltNi,0>,thighLNi*boostNi,1          //thigh
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <0.55,1,0.55>
            rotate <rlegxNi,rlegyNi,0>
            translate <-0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
  sphere {<0,-shinLNi-ydeltNi,0>,shinLNi*boostNi*.65,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            translate <-.0,shinLNi/2,.220>
            scale <.8,1,.8>
            rotate <lshinxNi,0,0>
            translate <0,-2*thighLNi,0>
            rotate <llegxNi,llegyNi,0>
            translate <0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
cylinder{<0,0-ydeltNi,0>,<0,-shinLNi-ydeltNi,0>,shinLNi*boostNi,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
          translate <0,0,.6>
            scale <.4,1,.4>
            rotate <lshinxNi,0,0>
            translate <0,-2*thighLNi,0>
            rotate <llegxNi,llegyNi,0>
            translate <0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
   sphere {<0,-shinLNi-ydeltNi,0>,shinLNi*boostNi*.65,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            translate <0,shinLNi/2,.220>
            scale <.8,1,.8>
            rotate <rshinxNi,0,0>
            translate <0,-2*thighLNi,0>
            rotate <rlegxNi,rlegyNi,0>
            translate <-0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
  cylinder{<0,0-ydeltNi,0>,<0,-shinLNi-ydeltNi,0>,shinLNi*boostNi,1
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            translate <0,0,.6>
            scale <.4,1,.4>
            rotate <rshinxNi,0,0>
            translate <0,-2*thighLNi,0>
            rotate <rlegxNi,rlegyNi,0>
            translate <-0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
    sphere {<0,-shinLNi-ydeltNi,0>,shinLNi*.5,1         //foot
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            translate <0,-shinLNi*.5,.220>
            scale <.8,1,.8>
            rotate <lshinxNi,0,0>
            translate <0,-2*thighLNi,0>
            rotate <llegxNi,llegyNi,0>
            translate <0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     cylinder {<0,0,0>,<0,-shinLNi,0>,shinLNi*.5,1         //foot
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,.8,.5>
            rotate <footANi,0,0>
            translate <0,-shinLNi*1.6-ydeltNi,.220>
            rotate <lshinxNi,0,0>
            translate <0,-2*thighLNi,0>
            rotate <llegxNi,llegyNi,0>
            translate <0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,-shinLNi-ydeltNi,0>,shinLNi*.5,1         //foot
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            translate <0,-shinLNi*.5,.220>
            scale <.8,1,.8>
            rotate <rshinxNi,0,0>
            translate <0,-2*thighLNi,0>
            rotate <rlegxNi,rlegyNi,0>
            translate <-0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     cylinder {<0,0,0>,<0,-shinLNi,0>,shinLNi*.5,1         //foot
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,.8,.5>
            rotate <footANi,0,0>
            translate <0,-shinLNi*1.6-ydeltNi,.220>
            rotate <rshinxNi,0,0>
            translate <0,-2*thighLNi,0>
            rotate <rlegxNi,rlegyNi,0>
            translate <-0.7,-0.7,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,0,0>,1.9*boostNi,1                   //but
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,1,1>
            translate <-.6,-1.1,.051>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,0,0>,1.9*boostNi,1                   //but
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,1,1>
            translate <.6,-1.1,.051>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,0,0>,1.9*boostNi,1                   //but
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,1,1>
            translate <-.6,-1.1,.151>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,0,0>,1.9*boostNi,1                   //but
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1,1,1>
            translate <.6,-1.1,.151>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,0,0>,1.5*boostNi,-1.52                   //anti-but
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <.4,1,1>
            translate <-2,-1,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
     sphere {<0,0,0>,1.5*boostNi,-1.52                  //anti-but
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <.4,1,1>
            translate <2,-1,0>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
            }
/*
     sphere {<0,0,0>,1.2*boostNi,1                   //chestmusc
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1.4,1.,1.5>
            translate <.7,chestYNi-.6,-.31>
            }
//     sphere {<0,0,0>,1.2*boostNi,1                   //chest musc
            //scale <NiPosDX,NiPosDY,NiPosDZ>
            scale <1.4,1.,1.5>
            translate <-.7,chestYNi-.6,-.3>
            }
*/

cylinder{<-1.,.0,.0>,<-.5,-0,0>,1.0,1                  //chest musc
            //scale <NiPosDX,NiPosDY,NiPosDZ>
         scale <1,1.2,1.2>
         //translate <-.2,chestY-.7,-1.>
         translate <-.175,chestYNi-.7,-1.>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
         }

cylinder{<.5,-0,0>,<1.,0.0,.0>,1.0,1                  //chest musc
            //scale <NiPosDX,NiPosDY,NiPosDZ>
         scale <1,1.2,1.2>
         translate <0.175,chestYNi-.7,-1.>
         //translate <-.2,chestY-.7,-1.>
            translate <NiPosX,NiPosY,NiPosZ>
            scale <NiPosDX,NiPosDY,NiPosDZ> texture {NiTex}
         }


      }

#declare diff2=
union {
      object {body2
             }
      object {Hhead
            rotate <-10,headACu,0>
            scale <.40,.40,.405>
            translate <0,6.7,-1.25>
            //translate <0,2.*abs(sin(CClockCu*2*pi)),0>
            translate <CuPosX,CuPosY,CuPosZ>
scale <CuPosDX,CuPosDY,CuPosDZ> texture {CuTex}}
      object {Hhead
            rotate <-10,headANi,0>
            scale <.40,.40,.405>
            translate <0,6.7,-1.25>
            translate <NiPosX,NiPosY,NiPosZ>
            
            //translate <0,2.*abs(sin(CClockNi*2*pi)),0>
            texture {NiTex}}
      //rotate <5, 0,5>                HEY THIS WAS CHANGED!
      }

object {diff2
//    rotate <0,-14,0>
//    translate <0,3,0>}
//    texture { pigment {rgbt<.6,.6,.2,.5>}   }}
//    pigment { color rgbt <1, 1, 1, 1> }
  //  halo {  emitting   spherical_mapping   linear       color_map {         [ 0 color rgbt <.5, .5, 0, .6> ]         [ 1 color rgbt <0, 1, 1, .6> ]       }       samples 10     }
    //hollow
  }


