Gaitkit Open the lab
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.
Character · Walks on 2 legs

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

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.

JavaScript
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);
});

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

Knobs

KnobTypeValuesDefaultWhat it does
stylechoicerealistic stylized chibi blockystylizedArt 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).
robeschoicevoid blood venom frostvoidRobe 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.
hoodtoggleon / offtrueA deep pointed hood. Off shows long silver hair and a pale face.
stafftoggleon / offtrueA 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

FileWhat
dark-mage.glbGLB, default look · 255 KB
dark-mage.mjsES module, every knob live
dark-mage.objOBJ, static, no colour
dark-mage-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.