drag to orbit · tap the ground to send it
Creature · Flies
Eagle
A large eagle, 85 cm beak to tail with a 2.1 m wingspan and fingered wingtips. Soars by distance: two slow, deep wingbeats, then a long glide with the wings held in a shallow V and the primaries curled up, head turning to scan; it cruises 6 m up.
- Size
- 2.1 × 0.43 × 0.91 m
- Triangles
- 1,424
Tune it
4 knobs: Plumage, Flight, Talons out, Size.
Specs
- Size
- 2.1 × 0.43 × 0.91 m width × height × depth
- Triangles
- 1,424 of 6,000
- Draw calls
- 1 one vertex-colour material
- Loop clip
- 9 m of travel per cycle
- Altitude
- 6 m above the ground
- Moving parts
- 7 wing_L · rotate, wing_R · rotate, wingtip_L · rotate, wingtip_R · rotate, body · slide, tail · rotate, head · rotate
- Knobs
- 4 3 presets
- Night lights
- 0 none
Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.
Use it
Code for the specimen as it is set up above; it follows your knobs.
import { createAsset } from 'https://gaitkit.com/cdn/eagle.mjs';
const eagle = createAsset();
scene.add(eagle); // rests on y = 0, front faces +Z
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
eagle.position.set(0, groundY + eagle.userData.altitude, dist);
eagle.userData.tick(dist); // wings beat with the distance
renderer.render(scene, camera);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/eagle.mjs';
export function Eagle({ speed = 1 }) {
const model = useMemo(() => createAsset(), []);
const dist = useRef(0);
useFrame((_, dt) => {
dist.current += speed * dt;
model.position.set(0, groundY + model.userData.altitude, dist.current);
model.userData.tick(dist.current); // wings beat with the distance
});
return <primitive object={model} />;
}# Import eagle.glb (download below). It carries an in-place "Loop" animation.
@onready var anim: AnimationPlayer = $Eagle/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Loop")
anim.speed_scale = speed / 9 # one Loop = 9 m of travel// Import eagle.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Loop");
animator.speed = speed / 9 // one Loop = 9 m of travelUse the gaitkit MCP server: get_variant({ "id": "eagle", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
plumage | choice | bald golden harpy steppe | bald | Species colouring: bald (dark brown with a white head and tail, yellow beak), golden (dark brown with a golden nape), harpy (grey head with a crest, white belly, black chest band), steppe (pale sandy brown). |
flight | choice | soaring flapping | soaring | soaring: two slow wingbeats then a long glide (thermals, patrol). flapping: steady powerful wingbeats (climbing, chasing). |
talons | toggle | on / off | false | Legs lowered with the talons spread forward, ready to snatch a fish. Off = feet tucked under the tail. |
size | range | 0.4 to 2.5, step 0.05 | 1 | Uniform scale. 1 is a real eagle (2.1 m wingspan); 0.4 is a small hawk; 2.5 is a giant fantasy roc you could ride. |
Presets: bald eagle {"plumage":"bald","talons":true} · golden eagle {"plumage":"golden"} · harpy hunter {"plumage":"harpy","flight":"flapping"}
Files
| File | What |
|---|---|
| eagle.glb | GLB, default look · 193 KB |
| eagle.mjs | ES module, every knob live |
| eagle.obj | OBJ, static, no colour |
| eagle-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.