Gaitkit Open the lab
Grey Alien, A slim grey alien about 1.2 m tall with a child-like build: a huge domed cranium over a narrow chin, large slanted glossy black eyes, a slit mouth and thin limbs, walking bare or in a silver jumpsuit and optionally holding a glowing scanner orb out in front. Skin colour, outfit, orb and art style are knobs; the orb glows at night.
Character · Walks on 2 legs

Grey Alien

A slim grey alien about 1.2 m tall with a child-like build: a huge domed cranium over a narrow chin, large slanted glossy black eyes, a slit mouth and thin limbs, walking bare or in a silver jumpsuit and optionally holding a glowing scanner orb out in front. Skin colour, outfit, orb and art style are knobs; the orb glows at night.

Size
0.55 × 1.3 × 0.63 m
Triangles
1,600
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Skin, Outfit, Scanner orb.

Specs

Size
0.55 × 1.3 × 0.63 m
width × height × depth
Triangles
1,600
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
25 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
0.615 m/s
at playback speed 1
Moving parts
5
upperarm_R · rotate, forearm_R · rotate, spine · rotate, chest · rotate, neck · rotate
Knobs
4
3 presets
Night lights
1
glow

Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic, planted feet never slide past 1 mm.

Use it

Code for the specimen as it is set up above; it follows your knobs.

JavaScript
import { createAsset } from 'https://gaitkit.com/cdn/alien-grey.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

const alienGrey = createAsset();
scene.add(alienGrey);                      // rests on y = 0, front faces +Z
const gait = walker(alienGrey, { ground: (x, z) => terrainHeight(x, z) });   // or omit ground for a flat floor

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  alienGrey.position.z = dist;
  gait.poseAt(dist);                  // feet stay planted, at any frame rate
  renderer.render(scene, camera);
});

More in the docs; agents can fetch all of this through MCP.

Knobs

KnobTypeValuesDefaultWhat it does
stylechoicestylized realistic chibi blockystylizedArt style of the whole figure: stylized (chunky game look), realistic (slender, finer features), chibi (even bigger head, very small) or blocky (voxel boxes).
skinchoicegrey green blue lavendergreySkin colour: grey (classic), green, blue or lavender.
outfitchoicebare jumpsuitbarebare (smooth skin all over, no clothes detail) or jumpsuit (a tight silver suit with a high collar and belt).
orbtoggleon / offtrueA glowing scanner orb held out on the left palm.

Presets: the visitor {"skin":"grey","outfit":"bare","orb":true} · ship crew {"skin":"blue","outfit":"jumpsuit","orb":false} · little green one {"skin":"green","outfit":"bare","style":"chibi"}

Files

FileWhat
alien-grey.glbGLB, default look · 175 KB
alien-grey.mjsES module, every knob live
alien-grey.objOBJ, static, no colour
alien-grey-params.jsonknob schema, presets, night zones

Licence

Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.