Gaitkit Open the lab
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.
Character · Walks on 2 legs

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

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.

JavaScript
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);
});

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 (chunky game look), realistic (skeletal adult proportions), chibi (big head, about 1 m) or blocky (voxel boxes).
skinchoiceash bluish bone greenbluishSkin colour: ash grey, bluish grey, bone (yellowed) or green-grey.
clawsrange0.5 to 1.6, step 0.11Length of the hooked finger claws: 0.5 stubby, 1 long, 1.6 huge sickle claws.
weaponchoiceclaws bone lanternclawsClaws: 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.
sizerange0.8 to 1.25, step 0.051Overall 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

FileWhat
ghoul.glbGLB, default look · 263 KB
ghoul.mjsES module, every knob live
ghoul.objOBJ, static, no colour
ghoul-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.