Gaitkit Open the lab
Android, A smooth faceless android about 1.75 m tall that walks like a person: a polished shell body with dark panel seams at every joint, lighter armour panels, a dark visor band with two glowing eyes, audio discs where ears would be and a glowing core in the chest. Shell finish, eye colour, core and art style are knobs; eyes and core glow at night.
Character · Walks on 2 legs

Android

A smooth faceless android about 1.75 m tall that walks like a person: a polished shell body with dark panel seams at every joint, lighter armour panels, a dark visor band with two glowing eyes, audio discs where ears would be and a glowing core in the chest. Shell finish, eye colour, core and art style are knobs; eyes and core glow at night.

Size
0.47 × 1.7 × 0.63 m
Triangles
2,160
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Finish, Eyes, Core.

Specs

Size
0.47 × 1.7 × 0.63 m
width × height × depth
Triangles
2,160
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
55 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.376 m/s
at playback speed 1
Moving parts
7
upperarm_L · rotate, forearm_L · rotate, 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/android.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  android.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 (about 7 heads, slender), stylized (5.5 heads, chunky game look), chibi (big head, 1.1 m) or blocky (voxel boxes).
finishchoiceporcelain chrome graphite sandporcelainShell finish: porcelain (glossy white, dark seams), chrome (silver-grey), graphite (near black) or sand (warm beige).
eyeschoicecyan amber red greencyanColour of the glowing eyes and chest core: cyan, amber, red (menacing) or green.
coretoggleon / offtrueA round glowing power core in the middle of the chest.

Presets: house synth {"finish":"porcelain","eyes":"cyan"} · rogue unit {"finish":"graphite","eyes":"red","core":false} · desert droid {"finish":"sand","eyes":"amber","style":"stylized"}

Files

FileWhat
android.glbGLB, default look · 228 KB
android.mjsES module, every knob live
android.objOBJ, static, no colour
android-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.