Gaitkit Open the lab
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.
Character · Walks on 2 legs

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

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.

JavaScript
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);
});

More in the docs; agents can fetch all of this through MCP.

Knobs

KnobTypeValuesDefaultWhat it does
stylechoicestylized realistic chibi blockystylizedArt 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).
overallschoiceorange blue olive greyorangeColour of the bib overalls: orange, blue, olive or grey.
maskchoiceup down noneupThe hinged welding mask flipped up over the forehead, down over the face, or not worn.
toolchoicetorch wrench nonetorchWhat 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

FileWhat
engineer.glbGLB, default look · 256 KB
engineer.mjsES module, every knob live
engineer.objOBJ, static, no colour
engineer-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.