Gaitkit Open the lab
Goat, A farm goat about 0.75 m at the shoulder with swept-back horns, a chin beard, a short flag tail and slot-pupil eyes, in white, alpine, black, boer or pied coats with upright or long floppy ears. Walks with a real lateral-sequence gait: front knees bend forward, hind hocks bend back, cloven hooves stay planted, the head nods and the tail flicks.
Creature · Walks on 4 legs

Goat

A farm goat about 0.75 m at the shoulder with swept-back horns, a chin beard, a short flag tail and slot-pupil eyes, in white, alpine, black, boer or pied coats with upright or long floppy ears. Walks with a real lateral-sequence gait: front knees bend forward, hind hocks bend back, cloven hooves stay planted, the head nods and the tail flicks.

Size
0.38 × 1.2 × 1.2 m
Triangles
2,304
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Coat, Horns, Ears, Beard, Size.

Specs

Size
0.38 × 1.2 × 1.2 m
width × height × depth
Triangles
2,304
of 6,000
Draw calls
1
one vertex-colour material
Legs
4
2 gait groups
Stride
26 cm
duty factor 0.68
Foot slide
0.00 mm
limit 1 mm
Walk clip
0.65 m/s
at playback speed 1
Moving parts
2
neck · rotate, tail · rotate
Knobs
5
3 presets
Night lights
1
eye

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/goat.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  goat.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
coatchoicewhite alpine black boer piedwhiteCoat: white (dairy goat), alpine (tan body with black legs, face and spine stripe), black, boer (white body with a red-brown head), pied (white with dark brown patches).
hornstoggleon / offtrueHorns that sweep up and back over the neck. Off = a polled (hornless) goat.
earschoiceupright floppyuprightEar shape: upright (short ears held out sideways), floppy (long drooping ears like a Nubian or boer goat).
beardtoggleon / offtrueA tuft of beard under the chin (a billy goat or an older nanny).
sizerange0.5 to 1.3, step 0.051Uniform scale. 1 is a dairy goat 0.75 m at the shoulder; 0.55 is a pygmy goat or a kid (horns off, beard off); 1.3 is a big buck.

Presets: mountain billy {"coat":"white","horns":true,"beard":true,"size":1.2} · boer doe {"coat":"boer","ears":"floppy","horns":false} · pygmy kid {"coat":"pied","size":0.55,"horns":false,"beard":false}

Files

FileWhat
goat.glbGLB, default look · 293 KB
goat.mjsES module, every knob live
goat.objOBJ, static, no colour
goat-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.