Gaitkit Open the lab
Elf Archer, A tall, slender elf archer (about 1.95 m) with pointed ears and long hair, walking with a recurved bow held upright in the left hand and a quiver of fletched arrows slung over the right shoulder; leather jerkin, bracer and a short tunic. Presentation, outfit colours, hair and the quiver are knobs and style redraws the figure in four art styles; the bow sits in grip_L.
Character · Walks on 2 legs

Elf Archer

A tall, slender elf archer (about 1.95 m) with pointed ears and long hair, walking with a recurved bow held upright in the left hand and a quiver of fletched arrows slung over the right shoulder; leather jerkin, bracer and a short tunic. Presentation, outfit colours, hair and the quiver are knobs and style redraws the figure in four art styles; the bow sits in grip_L.

Size
0.83 × 1.9 × 1.0 m
Triangles
2,294
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Style, Presentation, Outfit, Hair, Quiver.

Specs

Size
0.83 × 1.9 × 1.0 m
width × height × depth
Triangles
2,294
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
52 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.296 m/s
at playback speed 1
Moving parts
5
upperarm_R · rotate, forearm_R · rotate, spine · rotate, chest · rotate, neck · rotate
Knobs
5
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/elf-archer.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

const elfArcher = createAsset();
scene.add(elfArcher);                      // rests on y = 0, front faces +Z
const gait = walker(elfArcher, { ground: (x, z) => terrainHeight(x, z) });   // or omit ground for a flat floor

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  elfArcher.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).
presentationchoicefeminine masculine neutralfeminineBody shape and hair: feminine (narrower waist, long hair), masculine (broader shoulders, hair in a ponytail) or neutral.
outfitchoiceforest autumn moonlightforestClothing and bow colours: forest (green tunic, brown leather), autumn (ochre tunic, dark leather) or moonlight (blue-grey tunic, dark leather, a pale bow).
hairchoicegold silver auburn ravengoldHair colour: gold, silver, auburn or raven black.
quivertoggleon / offtrueA leather quiver with five fletched arrows on the back.

Presets: moon elf {"outfit":"moonlight","hair":"silver"} · woodland scout {"outfit":"forest","hair":"auburn","presentation":"masculine","style":"realistic"} · autumn hunter {"outfit":"autumn","hair":"raven","presentation":"neutral"}

Files

FileWhat
elf-archer.glbGLB, default look · 261 KB
elf-archer.mjsES module, every knob live
elf-archer.objOBJ, static, no colour
elf-archer-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.