Gaitkit Open the lab
Alien Warrior, A tall humanoid alien warrior about 1.95 m tall with coloured skin, yellow eyes and a head crest, frills or swept-back horns, in chitin shoulder guard, bracers and greaves with a strap across the bare chest, carrying a long glaive upright. Skin colour, head shape, weapon and art style are knobs; arm bands, cheek marks and crest tips are bioluminescent and glow at night.
Character · Walks on 2 legs

Alien Warrior

A tall humanoid alien warrior about 1.95 m tall with coloured skin, yellow eyes and a head crest, frills or swept-back horns, in chitin shoulder guard, bracers and greaves with a strap across the bare chest, carrying a long glaive upright. Skin colour, head shape, weapon and art style are knobs; arm bands, cheek marks and crest tips are bioluminescent and glow at night.

Size
0.62 × 2.7 × 0.97 m
Triangles
2,098
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Skin, Head, Weapon.

Specs

Size
0.62 × 2.7 × 0.97 m
width × height × depth
Triangles
2,098
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
65 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.619 m/s
at playback speed 1
Moving parts
5
upperarm_L · rotate, forearm_L · 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-warrior.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  alienWarrior.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
stylechoicerealistic stylized chibi blockyrealisticArt style of the whole figure: realistic (tall and lean), stylized (5.5 heads, chunky game look), chibi (big head, small) or blocky (voxel boxes).
skinchoiceteal crimson violet sandtealSkin colour, each with its own glow colour: teal (cyan markings), crimson (gold markings), violet (mint markings) or sand (blue markings).
headchoicecrest frills hornscrestHead shape: crest (a row of fins along the top of the skull), frills (fans of spines at the sides) or horns (two horns swept back from the brow).
weaponchoiceglaive noneglaiveA long glaive (curved blade on a pole) held upright in the right hand, or empty hands swinging.

Presets: reef stalker {"skin":"teal","head":"frills"} · blood duelist {"skin":"crimson","head":"horns"} · void sentinel {"skin":"violet","head":"crest","style":"stylized"}

Files

FileWhat
alien-warrior.glbGLB, default look · 243 KB
alien-warrior.mjsES module, every knob live
alien-warrior.objOBJ, static, no colour
alien-warrior-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.