Gaitkit Open the lab
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.
Character · Walks on 2 legs

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

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.

JavaScript
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);
});

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, stylized (chunky game look), chibi (big head, under 1 m) or blocky (voxel boxes). He is always the stocky dwarf build.
weaponchoiceaxe hammeraxeWhat the right hand holds upright: a bearded axe with a back spike, or a banded war hammer.
helmettoggleon / offtrueA domed steel helmet with a bronze rim, ridge and nose guard (no horns). Off shows a bald crown and a ponytail.
beardchoiceginger brown grey blackgingerBeard 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

FileWhat
dwarf-warrior.glbGLB, default look · 264 KB
dwarf-warrior.mjsES module, every knob live
dwarf-warrior.objOBJ, static, no colour
dwarf-warrior-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.