Gaitkit Open the lab
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.
Character · Walks on 2 legs

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

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.

JavaScript
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);
});

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

Knobs

KnobTypeValuesDefaultWhat it does
tunicchoiceforest crimson royal sandforestOutfit colours: forest (green tunic, red cape), crimson (red tunic, navy cape), royal (blue tunic, cream trousers, red cape), sand (desert tan, slate cape).
hairchoicespiky short ponytail long bunspikyHair style under the headband: spiky (classic hero), short, ponytail, long (to the shoulders) or bun.
hairColorcolorany colour#e0a53aHair and eyebrow colour; the default is golden blond.
shieldtoggleon / offtrueA round wooden shield with a metal rim and boss on the left forearm. Off leaves the left arm swinging free.
capetoggleon / offtrueA 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

FileWhat
chibi-hero.glbGLB, default look · 260 KB
chibi-hero.mjsES module, every knob live
chibi-hero.objOBJ, static, no colour
chibi-hero-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.