Battle Mech
A two-storey humanoid war mech, about 5 m tall, with a cockpit head, armoured chest and a cannon built into each forearm. Strides on two forward-bending knees, the torso twists and the arms swing against the step.
- Size
- 3.0 × 5.5 × 3.0 m
- Triangles
- 1,664
- Kit
- Mech Hangar
Tune it
4 knobs: Armor, Arm weapons, Shoulder racks, Size.
Specs
- Size
- 3.0 × 5.5 × 3.0 m width × height × depth
- Triangles
- 1,664 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 130 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 3.25 m/s at playback speed 1
- Moving parts
- 3 torso · rotate, arm_L · rotate, arm_R · rotate
- Knobs
- 4 3 presets
- Night lights
- 2 glass, lamp
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.
import { createAsset } from 'https://gaitkit.com/cdn/battle-mech.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const battleMech = createAsset();
scene.add(battleMech); // rests on y = 0, front faces +Z
const gait = walker(battleMech, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
battleMech.position.z = dist;
gait.poseAt(dist); // feet stay planted, at any frame rate
renderer.render(scene, camera);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/battle-mech.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function BattleMech({ speed = 1 }) {
const model = useMemo(() => createAsset(), []);
const gait = useMemo(() => walker(model), [model]);
const dist = useRef(0);
useFrame((_, dt) => {
dist.current += speed * dt;
model.position.z = dist.current;
gait.poseAt(dist.current); // feet stay planted, at any frame rate
});
return <primitive object={model} />;
}# Import battle-mech.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $BattleMech/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 3.25 # Walk clip covers 3.25 m/s at 1x// Import battle-mech.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 3.25 // Walk clip covers 3.25 m/s at 1xUse the gaitkit MCP server: get_variant({ "id": "battle-mech", "want": "default look" })
then place the result and walk it with walker() so the feet stay planted.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
armor | choice | olive steel desert night | olive | Paint scheme: olive (military green, amber trim), steel (bare grey, red trim), desert (sand, blue trim), night (black with a red visor). |
weapons | choice | cannons gatling missiles | cannons | What the forearms carry: cannons (one long barrel each), gatling (six-barrel rotary guns that spin as it walks), missiles (box launchers with tube faces). |
racks | toggle | on / off | true | Missile racks on top of both shoulders. Off = a cleaner, lighter silhouette. |
size | range | 0.5 to 1.8, step 0.05 | 1 | Uniform scale. 1 is about 5 m tall; 0.5 is a 2.5 m power-armour brawler; 1.8 is a 9 m giant. |
Presets: front-line brawler {"armor":"steel","weapons":"gatling","racks":false} · desert artillery {"armor":"desert","weapons":"missiles","racks":true,"size":1.3} · night raider {"armor":"night","weapons":"cannons","racks":false,"size":0.9}
Files
| File | What |
|---|---|
| battle-mech.glb | GLB, default look · 244 KB |
| battle-mech.mjs | ES module, every knob live |
| battle-mech.obj | OBJ, static, no colour |
| battle-mech-params.json | knob 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.