Chibi Hero
A big-headed chibi adventurer about 1.1 m tall who marches with a sword held upright in the right hand, a round shield on the left forearm and a short cape. Tunic colours, hair, shield and cape are knobs; the sword sits in the grip_R attach point, so a game can swap it for any other held item.
- Size
- 0.65 × 1.2 × 0.63 m
- Triangles
- 2,242
- Kit
- Characters
Tune it
5 knobs: Tunic, Hair, Hair colour, Shield, Cape.
Specs
- Size
- 0.65 × 1.2 × 0.63 m width × height × depth
- Triangles
- 2,242 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 15 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 0.374 m/s at playback speed 1
- Moving parts
- 5 upperarm_L · rotate, forearm_L · 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/chibi-hero.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const chibiHero = createAsset();
scene.add(chibiHero); // rests on y = 0, front faces +Z
const gait = walker(chibiHero, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
chibiHero.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/chibi-hero.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function ChibiHero({ 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 chibi-hero.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $ChibiHero/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 0.374 # Walk clip covers 0.374 m/s at 1x// Import chibi-hero.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 0.374 // Walk clip covers 0.374 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": "chibi-hero", "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 |
|---|---|---|---|---|
tunic | choice | forest crimson royal sand | forest | Outfit colours: forest (green tunic, red cape), crimson (red tunic, navy cape), royal (blue tunic, cream trousers, red cape), sand (desert tan, slate cape). |
hair | choice | spiky short ponytail long bun | spiky | Hair style under the headband: spiky (classic hero), short, ponytail, long (to the shoulders) or bun. |
hairColor | color | any colour | #e0a53a | Hair and eyebrow colour; the default is golden blond. |
shield | toggle | on / off | true | A round wooden shield with a metal rim and boss on the left forearm. Off leaves the left arm swinging free. |
cape | toggle | on / off | true | A short cape from the shoulders to the backs of the knees. |
Presets: royal knight {"tunic":"royal","hair":"short","hairColor":"#4a3020"} · desert wanderer {"tunic":"sand","hair":"ponytail","hairColor":"#2a1d16","cape":false} · red rogue {"tunic":"crimson","hair":"long","hairColor":"#1f1a1a","shield":false}
Files
| File | What |
|---|---|
| chibi-hero.glb | GLB, default look · 260 KB |
| chibi-hero.mjs | ES module, every knob live |
| chibi-hero.obj | OBJ, static, no colour |
| chibi-hero-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.