Gaitkit Open the lab
Cyborg, A walking half-machine human about 1.75 m tall: one whole arm and the leg on the same side are mechanical plating with dark joint rings and a piston, one eye is a glowing red optic with a metal plate at the temple; the other side wears a one-sleeved jacket over a tank top and cargo trousers. Which side is mechanical, plating finish, hair and art style are knobs; the optic and an arm light strip glow at night.
Character · Walks on 2 legs

Cyborg

A walking half-machine human about 1.75 m tall: one whole arm and the leg on the same side are mechanical plating with dark joint rings and a piston, one eye is a glowing red optic with a metal plate at the temple; the other side wears a one-sleeved jacket over a tank top and cargo trousers. Which side is mechanical, plating finish, hair and art style are knobs; the optic and an arm light strip glow at night.

Size
0.91 × 1.8 × 0.86 m
Triangles
2,222
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Machine side, Plating, Hair.

Specs

Size
0.91 × 1.8 × 0.86 m
width × height × depth
Triangles
2,222
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
44 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.095 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
4
3 presets
Night lights
1
optic

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/cyborg.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

const cyborg = createAsset();
scene.add(cyborg);                      // rests on y = 0, front faces +Z
const gait = walker(cyborg, { ground: (x, z) => terrainHeight(x, z) });   // or omit ground for a flat floor

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  cyborg.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
stylechoicestylized realistic chibi blockystylizedArt style of the whole figure: stylized (5.5 heads, chunky game look), realistic (about 7 heads), chibi (big head, 1.1 m) or blocky (voxel boxes).
sidechoiceleft rightleftWhich side is mechanical (arm, leg and eye): the character's own left or right.
platingchoicegunmetal chrome carbongunmetalFinish of the mechanical parts: gunmetal (dark grey), chrome (bright silver) or carbon (black with gold joints).
hairchoicemohawk buzz short ponytailmohawkHair style: mohawk, buzz cut, short or ponytail.

Presets: street merc {"plating":"gunmetal","hair":"mohawk"} · chrome runner {"plating":"chrome","side":"right","hair":"ponytail"} · black ops {"plating":"carbon","hair":"buzz","style":"realistic"}

Files

FileWhat
cyborg.glbGLB, default look · 248 KB
cyborg.mjsES module, every knob live
cyborg.objOBJ, static, no colour
cyborg-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.