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
- Kit
- Sci-Fi Crew
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.
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);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/cyborg.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Cyborg({ 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 cyborg.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Cyborg/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.095 # Walk clip covers 1.095 m/s at 1x// Import cyborg.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.095 // Walk clip covers 1.095 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": "cyborg", "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 | stylized realistic chibi blocky | stylized | Art 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). |
side | choice | left right | left | Which side is mechanical (arm, leg and eye): the character's own left or right. |
plating | choice | gunmetal chrome carbon | gunmetal | Finish of the mechanical parts: gunmetal (dark grey), chrome (bright silver) or carbon (black with gold joints). |
hair | choice | mohawk buzz short ponytail | mohawk | Hair 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
| File | What |
|---|---|
| cyborg.glb | GLB, default look · 248 KB |
| cyborg.mjs | ES module, every knob live |
| cyborg.obj | OBJ, static, no colour |
| cyborg-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.