Dwarf Warrior
A stocky dwarf warrior about 1.35 m tall with a huge braided beard, a horn-free domed helmet with a nose guard, mail shirt, steel shoulder plates and a wide belt, stomping along with a bearded axe or a war hammer held upright in the right hand. Weapon, helmet, beard colour and art style are knobs; the weapon sits in grip_R.
- Size
- 0.99 × 1.4 × 1.1 m
- Triangles
- 2,414
Tune it
4 knobs: Style, Weapon, Helmet, Beard.
Specs
- Size
- 0.99 × 1.4 × 1.1 m width × height × depth
- Triangles
- 2,414 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 21 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 0.527 m/s at playback speed 1
- Moving parts
- 5 upperarm_L · rotate, forearm_L · rotate, spine · rotate, chest · rotate, neck · rotate
- Knobs
- 4 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.
import { createAsset } from 'https://gaitkit.com/cdn/dwarf-warrior.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const dwarfWarrior = createAsset();
scene.add(dwarfWarrior); // rests on y = 0, front faces +Z
const gait = walker(dwarfWarrior, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
dwarfWarrior.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/dwarf-warrior.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function DwarfWarrior({ 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 dwarf-warrior.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $DwarfWarrior/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 0.527 # Walk clip covers 0.527 m/s at 1x// Import dwarf-warrior.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 0.527 // Walk clip covers 0.527 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": "dwarf-warrior", "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, stylized (chunky game look), chibi (big head, under 1 m) or blocky (voxel boxes). He is always the stocky dwarf build. |
weapon | choice | axe hammer | axe | What the right hand holds upright: a bearded axe with a back spike, or a banded war hammer. |
helmet | toggle | on / off | true | A domed steel helmet with a bronze rim, ridge and nose guard (no horns). Off shows a bald crown and a ponytail. |
beard | choice | ginger brown grey black | ginger | Beard and hair colour: ginger, brown, grey or black. |
Presets: mountain guard {"weapon":"hammer","beard":"grey","style":"realistic"} · young miner {"weapon":"axe","beard":"brown","helmet":false} · chibi brawler {"weapon":"hammer","beard":"black","style":"chibi"}
Files
| File | What |
|---|---|
| dwarf-warrior.glb | GLB, default look · 264 KB |
| dwarf-warrior.mjs | ES module, every knob live |
| dwarf-warrior.obj | OBJ, static, no colour |
| dwarf-warrior-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.