Dark Mage
A 1.8 m dark mage in layered black robes with a high spiked collar and a deep hood, a glowing orb floating above the raised left hand inside a ring of iron claws and a tall dark staff in the right; at night the orb and the eyes glow. Robe and magic colours, hood, staff and art style are knobs; the orb sits on grip_L and the staff in grip_R.
- Size
- 0.81 × 2.4 × 1.2 m
- Triangles
- 2,342
Tune it
4 knobs: Style, Robes, Hood, Staff.
Specs
- Size
- 0.81 × 2.4 × 1.2 m width × height × depth
- Triangles
- 2,342 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 45 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 1.127 m/s at playback speed 1
- Moving parts
- 3 spine · rotate, chest · rotate, neck · rotate
- Knobs
- 4 3 presets
- Night lights
- 2 orb, eye
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/dark-mage.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const darkMage = createAsset();
scene.add(darkMage); // rests on y = 0, front faces +Z
const gait = walker(darkMage, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
darkMage.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/dark-mage.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function DarkMage({ 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 dark-mage.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $DarkMage/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.127 # Walk clip covers 1.127 m/s at 1x// Import dark-mage.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.127 // Walk clip covers 1.127 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": "dark-mage", "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 | stylized | Art style of the whole figure: realistic (about 7 heads tall), stylized (5.5 heads, chunky game look), chibi (big head, 1.1 m) or blocky (voxel boxes). |
robes | choice | void blood venom frost | void | Robe trim and magic colour: void (black and violet), blood (black and red), venom (black and poison green) or frost (navy and ice blue). The orb and the night glow use the magic colour. |
hood | toggle | on / off | true | A deep pointed hood. Off shows long silver hair and a pale face. |
staff | toggle | on / off | true | A tall twisted black staff with a pale crystal in the right hand. Off leaves the right arm swinging. |
Presets: necromancer {"robes":"venom","hood":true} · blood witch {"robes":"blood","hood":false,"staff":false} · frost warlock {"robes":"frost","style":"realistic"}
Files
| File | What |
|---|---|
| dark-mage.glb | GLB, default look · 255 KB |
| dark-mage.mjs | ES module, every knob live |
| dark-mage.obj | OBJ, static, no colour |
| dark-mage-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.