<!-- RUBY-BACKUP · part 185 -->
y(0.13, 16, 12), gold);
  chestR.position.set(0.09, 1.28, 0.12); chestR.scale.set(1, 0.85, 0.55); g.add(chestR);
  /* center diamond */
  var diamond = new THREE.Mesh(new THREE.OctahedronGeometry(0.045),
    new THREE.MeshStandardMaterial({color: 0x88ddff, emissive: 0x00ccff, emissiveIntensity: 2}));
  diamond.position.set(0, 1.22, 0.20); g.add(diamond);
  /* glowing circuit lines — dense */
  for(var cl=0; cl<5; cl++){
    var circuit = new THREE.Mesh(new THREE.BoxGeometry(0.015, 0.35, 0.008), glowBlue);
    circuit.position.set(-0.12 + cl*0.06, 1.05, 0.195);
    circuit.rotation.z = (cl-2)*0.1;
    g.add(circuit);
    /* circuit nodes */
    var node = new THREE.Mesh(new THREE.SphereGeometry(0.012, 8, 8), glowBlue);
    node.position.set(-0.12 + cl*0.06, 1.22, 0.20);
    g.add(node);
  }
  /* waist — intaglio belt */
  var belt = new THREE.Mesh(new THREE.TorusGeometry(0.20, 0.03, 8, 24), gold);
  belt.position.y = 0.82; belt.rotation.x = Math.PI/2; g.add(belt);
  for(var bl=0; bl<4; bl++){
    var beltLine = intaglioRing(0.20 + bl*0.01, 0.003, 0xaa8822, 0.5);
    beltLine.position.y = 0.82; beltLine.rotation.x = Math.PI/2;
    g.add(beltLine);
  }
  var buckle = new THREE.Mesh(new THREE.BoxGeometry(0.08, 0.06, 0.02), gold);
  buckle.position.set(0, 0.82, 0.20); g.add(buckle);
  /* === SHOULDERS — layered pauldrons === */
  [-1,1].forEach(function(s){
    for(var pl=0; pl<3; pl++){
      var pauldron = new THREE.Mesh(new THREE.SphereGeometry(0.13 - pl*0.02, 16, 12), chrome);
      pauldron.position.set(s*(0.26 + pl*0.015), 1.44 - pl*0.05, 0);
      pauldron.scale.set(1, 0.65, 1);
      g.add(pauldron);
      /* intaglio edge */
      var edge = intaglioRing(0.12 - pl*0.02, 0.003, 0xd4af37, 0.5);
      edge.position.set(s*(0.26 + pl*0.015), 1.44 - pl*0.05, 0);
      edge.rotation.y = Math.PI/2;
      g.add(edge);
    }
  });
  /* === ARMS — articulated === */
  [-1,1].forEach(function(s){
    /* upper arm */
    var upper = new THREE.Mesh(new THREE.CylinderGeometry(0.05, 0.045, 0.28, 10), chrome);
    upper.position.set(s*0.30, 1.18, 0); g.add(upper);
    /* elbow joint */
    var elbow = new THREE.Mesh(new THREE.SphereGeometry(0.045, 10, 10), gold);
    elbow.position.set(s*0.30, 1.02, 0); g.add(elbow);
    /* forearm */
    var fore = new THREE.Mesh(new THREE.CylinderGeometry(0.045, 0.04, 0.26, 10), chrome);
    fore.position.set(s*0.30, 0.87, 0); g.add(fore);
    /* vambrace intaglio */
    for(var vb=0; vb<3; vb++){
      var vline = new THREE.Mesh(new THREE.TorusGeometry(0.048, 0.003, 6, 16), gold);
      vline.position.set(s*0.30, 0.80 + vb*0.07, 0);
      vline.rotation.x = Math.PI/2;
      g.add(vline);
    }
    /* hand — articulate fingers */
    var palm = new THREE.Mesh(new THREE.BoxGeometry(0.07, 0.08, 0.03), skinMat);
    palm.position.set(s*0.30, 0.70, 0); g.add(palm);
    for(var fg=0; fg<4; fg++){
      var finger = new THREE.Mesh(new THREE.CylinderGeometry(0.008, 0.007, 0.06, 6), skinMat);
      finger.position.set(s*0.30 - 0.024 + fg*0.016, 0.64, 0);
      g.add(finger);
    }
    var thumb = new THREE.Mesh(new THREE.CylinderGeometry(0.008, 0.007, 0.05, 6), skinMat);
    thumb.position.set(s*0.30 + s*0.04, 0.68, 0);
    thumb.rotation.z = s*0.5;
    g.add(thumb);
  });
  /* === CAPE — iridescent, folded === */
  var capeMat = new THREE.MeshStandardMaterial({color: 0xe8e0f0, transparent: true, opacity: 0.65, side: THREE.DoubleSide, metalness: 0.3, roughness: 0.4});
  var cape = new THREE.Mesh(new THREE.PlaneGeometry(0.7, 1.3, 6, 8), capeMat);
  cape.position.set(0, 0.95, -0.22);
  g.add(cape);
  /* cape fold lines — intaglio */
  for(var cf=0; cf<5; cf++){
    var fold = new THREE.Mesh(new THREE.BoxGeometry(0.008, 1.2, 0.005),
      new THREE.MeshBasicMaterial({color: 0xaa88cc, transparent: true, opacity: 0.3}));
    fold.position.set(-0.25 + cf*0.125, 0.95, -0.21);
    g.add(fold);
  }
  /* cape clasp — jeweled */
  [-1,1].forEach(function(s){
    var clasp = new THREE.Mesh(new THREE.SphereGeometry(0.03, 10, 10),
      new THREE.MeshStandardMaterial({color: 0xff3355, emissive: 0xff3355, emissiveIntensity: 1.2}));
    clasp.position.set(s*0.18, 1.42, 0.05);
    g.add(clasp);
  });
  /* === LEGS — armored, articulate === */
  [-1,1].forEach(function(s){
    /* thigh */
    var thigh = new THREE.Mesh(new THREE.CylinderGeometry(0.07, 0.06, 0.32, 10), chrome);
    thigh.position.set(s*0.10, 0.62, 0); g.add(thigh);
    /* knee */
    var knee = new THREE.Mesh(new THREE.SphereGeometry(0.055, 10, 10), gold);
    knee.position.set(s*0.10, 0.44, 0.02); g.add(knee);
    /* shin — intaglio */
    var shin = new THREE.Mesh(new THREE.CylinderGeometry(0.06, 0.05, 0.30, 10), chrome);
    shin.position.set(s*0.10, 0.26, 0); g.add(shin);
    for(var sl=0; sl<3; sl++){
      var shinLine = new THREE.Mesh(new THREE.TorusGeometry(0.058, 0.003, 6, 14), gold);
      shinLine.position.set(s*0.10, 0.18 + sl*0.08, 0);
      shinLine.rotation.x = Math.PI/2;
      g.add(shinLine);
 