Gaitkit Open the lab
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.
Mech · Walks on 2 legs

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
Open in the lab Walk clip inside. The download carries the knobs you set here.

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.

JavaScript
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);
});

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

Knobs

KnobTypeValuesDefaultWhat it does
armorchoiceolive steel desert nightolivePaint scheme: olive (military green, amber trim), steel (bare grey, red trim), desert (sand, blue trim), night (black with a red visor).
weaponschoicecannons gatling missilescannonsWhat the forearms carry: cannons (one long barrel each), gatling (six-barrel rotary guns that spin as it walks), missiles (box launchers with tube faces).
rackstoggleon / offtrueMissile racks on top of both shoulders. Off = a cleaner, lighter silhouette.
sizerange0.5 to 1.8, step 0.051Uniform 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

FileWhat
battle-mech.glbGLB, default look · 244 KB
battle-mech.mjsES module, every knob live
battle-mech.objOBJ, static, no colour
battle-mech-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.