Engineer
A walking ship engineer about 1.75 m tall in bib overalls over a work shirt, thick welding gloves, knee patches and boots, with a tool belt of pouches, a lamp clipped to the bib strap, a hinged welding mask (down over the face or flipped up) and a plasma torch with a glowing tip or a big spanner in the right hand. Overall colour, mask, tool and art style are knobs; the torch tip and chest lamp glow at night.
- Size
- 1.0 × 1.7 × 1.3 m
- Triangles
- 2,204
- Kit
- Sci-Fi Crew
Tune it
4 knobs: Style, Overalls, Welding mask, Tool.
Specs
- Size
- 1.0 × 1.7 × 1.3 m width × height × depth
- Triangles
- 2,204 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 44 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 1.095 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
- 2 flame, lamp
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/engineer.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const engineer = createAsset();
scene.add(engineer); // rests on y = 0, front faces +Z
const gait = walker(engineer, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
engineer.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/engineer.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Engineer({ 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 engineer.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Engineer/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.095 # Walk clip covers 1.095 m/s at 1x// Import engineer.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.095 // Walk clip covers 1.095 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": "engineer", "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 | stylized realistic chibi blocky | stylized | Art style of the whole figure: stylized (5.5 heads, chunky game look), realistic (about 7 heads), chibi (big head, 1.1 m) or blocky (voxel boxes). |
overalls | choice | orange blue olive grey | orange | Colour of the bib overalls: orange, blue, olive or grey. |
mask | choice | up down none | up | The hinged welding mask flipped up over the forehead, down over the face, or not worn. |
tool | choice | torch wrench none | torch | What the right hand carries: a plasma welding torch held ready (glowing tip), a big spanner swinging at the side, or nothing. |
Presets: hull welder {"overalls":"orange","mask":"down","tool":"torch"} · engine room chief {"overalls":"blue","mask":"none","tool":"wrench"} · grease monkey {"overalls":"olive","mask":"up","tool":"wrench","style":"chibi"}
Files
| File | What |
|---|---|
| engineer.glb | GLB, default look · 256 KB |
| engineer.mjs | ES module, every knob live |
| engineer.obj | OBJ, static, no colour |
| engineer-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.