Blocky Builder
A voxel-style construction worker about 1.75 m tall, built from boxes, who walks with a tool in the right hand: hard hat, hi-vis vest with reflective stripes, work trousers, boots and a tool belt with pouches. Vest, hat colour, tool and skin tone are knobs; the tool sits in grip_R.
- Size
- 0.81 × 1.8 × 1.2 m
- Triangles
- 632
- Kit
- Characters
Tune it
5 knobs: Vest, Hard hat, Tool, Skin, Beard.
Specs
- Size
- 0.81 × 1.8 × 1.2 m width × height × depth
- Triangles
- 632 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 38 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 0.953 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
- 5 3 presets
- Night lights
- 0 none
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/blocky-builder.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const blockyBuilder = createAsset();
scene.add(blockyBuilder); // rests on y = 0, front faces +Z
const gait = walker(blockyBuilder, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
blockyBuilder.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/blocky-builder.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function BlockyBuilder({ 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 blocky-builder.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $BlockyBuilder/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 0.953 # Walk clip covers 0.953 m/s at 1x// Import blocky-builder.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 0.953 // Walk clip covers 0.953 m/s at 1x
// Humanoid: the root node's extras.humanoid maps Unity bone names to nodes (Hips → body, Head → head …).Use the gaitkit MCP server: get_variant({ "id": "blocky-builder", "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 |
|---|---|---|---|---|
vest | choice | orange yellow lime | orange | Hi-vis vest colour: orange, yellow or lime, always with silver reflective stripes. |
hat | choice | yellow white orange blue | yellow | Hard hat colour: yellow (worker), white (site manager), orange or blue. |
tool | choice | hammer wrench none | hammer | What the right hand carries: a claw hammer, a big spanner, or nothing. |
skin | choice | light tan brown deep | tan | Skin tone: light, tan, brown or deep. |
beard | toggle | on / off | false | A short blocky beard and moustache. |
Presets: site manager {"hat":"white","vest":"yellow","tool":"none","skin":"brown"} · mechanic {"hat":"blue","vest":"lime","tool":"wrench","skin":"light","beard":true} · night shift {"hat":"orange","vest":"yellow","skin":"deep"}
Files
| File | What |
|---|---|
| blocky-builder.glb | GLB, default look · 109 KB |
| blocky-builder.mjs | ES module, every knob live |
| blocky-builder.obj | OBJ, static, no colour |
| blocky-builder-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.