Ghoul
A gaunt, deeply hunched ghoul about 1.8 m tall (1.5 m stooped) that creeps forward with long dangling arms ending in long hooked claws: grey bluish skin stretched over visible ribs, a bald skull with a few lank strands, sunken glowing eyes, a lipless toothy mouth and a tattered loincloth. Skin, claw length, weapon, size and art style are knobs; the eyes (and a carried lantern) glow at night.
- Size
- 0.87 × 1.7 × 0.66 m
- Triangles
- 2,456
Tune it
5 knobs: Style, Skin, Claw length, Weapon, Size.
Specs
- Size
- 0.87 × 1.7 × 0.66 m width × height × depth
- Triangles
- 2,456 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 38 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 0.958 m/s at playback speed 1
- Moving parts
- 5 spine · rotate, chest · rotate, neck · rotate, upperarm_L · rotate, upperarm_R · rotate
- Knobs
- 5 3 presets
- Night lights
- 2 eye, 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/ghoul.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const ghoul = createAsset();
scene.add(ghoul); // rests on y = 0, front faces +Z
const gait = walker(ghoul, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
ghoul.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/ghoul.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Ghoul({ 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 ghoul.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Ghoul/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 0.958 # Walk clip covers 0.958 m/s at 1x// Import ghoul.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 0.958 // Walk clip covers 0.958 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": "ghoul", "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 (chunky game look), realistic (skeletal adult proportions), chibi (big head, about 1 m) or blocky (voxel boxes). |
skin | choice | ash bluish bone green | bluish | Skin colour: ash grey, bluish grey, bone (yellowed) or green-grey. |
claws | range | 0.5 to 1.6, step 0.1 | 1 | Length of the hooked finger claws: 0.5 stubby, 1 long, 1.6 huge sickle claws. |
weapon | choice | claws bone lantern | claws | Claws: both clawed hands free. Bone: a gnawed thigh bone clutched in the right hand. Lantern: an old grave lantern held out in the right hand. |
size | range | 0.8 to 1.25, step 0.05 | 1 | Overall height factor: 1 is about 1.8 m standing tall (stooped lower). |
Presets: crypt ghoul {"skin":"ash","claws":1.4} · grave keeper {"skin":"bone","weapon":"lantern","claws":0.7} · chibi ghoul {"style":"chibi","skin":"green","weapon":"bone"}
Files
| File | What |
|---|---|
| ghoul.glb | GLB, default look · 263 KB |
| ghoul.mjs | ES module, every knob live |
| ghoul.obj | OBJ, static, no colour |
| ghoul-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.