Bounty Hunter
A walking space-western bounty hunter about 1.75 m tall: a worn chest plate, bracers and knee guards over travel clothes, a bandolier and holster, a blaster pistol with a glowing cell, and either a striped poncho (arms down, gun pointing at the ground) or a long cape (gun held ready). Cloak colour, poncho or cape, wide-brimmed hat or hood, face scarf and art style are knobs; the blaster cell glows at night.
- Size
- 0.68 × 1.8 × 0.44 m
- Triangles
- 2,378
- Kit
- Sci-Fi Crew
Tune it
5 knobs: Style, Cloak, Wear, Headgear, Face scarf.
Specs
- Size
- 0.68 × 1.8 × 0.44 m width × height × depth
- Triangles
- 2,378 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
- 3 spine · rotate, chest · rotate, neck · rotate
- Knobs
- 5 3 presets
- Night lights
- 1 cell
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/bounty-hunter.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const bountyHunter = createAsset();
scene.add(bountyHunter); // rests on y = 0, front faces +Z
const gait = walker(bountyHunter, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
bountyHunter.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/bounty-hunter.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function BountyHunter({ 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 bounty-hunter.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $BountyHunter/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.376 # Walk clip covers 1.376 m/s at 1x// Import bounty-hunter.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.376 // Walk clip covers 1.376 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": "bounty-hunter", "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 |
|---|---|---|---|---|
style | choice | realistic stylized chibi blocky | realistic | Art style of the whole figure: realistic (about 7 heads), stylized (5.5 heads, chunky game look), chibi (big head, 1.1 m) or blocky (voxel boxes). |
cloak | choice | dust rust olive ash | dust | Colour of the poncho or cape and its woven stripe: dust (sand with red), rust (red-brown with gold), olive or ash (grey with red). |
wear | choice | poncho cape | poncho | poncho (a striped poncho over the shoulders, arms down, pistol pointing at the ground) or cape (a long cape down the back, pistol held ready). |
headgear | choice | hat hood none | hat | A wide-brimmed hat, a hood in the cloak colour, or bare-headed. |
mask | toggle | on / off | true | A scarf pulled up over the nose and mouth. |
Presets: dune drifter {"cloak":"dust","wear":"poncho","headgear":"hat","mask":true} · red reaper {"cloak":"rust","wear":"cape","headgear":"hood"} · old hand {"cloak":"ash","wear":"poncho","headgear":"hat","mask":false}
Files
| File | What |
|---|---|
| bounty-hunter.glb | GLB, default look · 260 KB |
| bounty-hunter.mjs | ES module, every knob live |
| bounty-hunter.obj | OBJ, static, no colour |
| bounty-hunter-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.