Goblin
A small hunched goblin about 1.15 m tall who scurries along with a dagger held ready: huge pointed ears, a long hooked nose, yellow eyes, a ragged hooded tunic, bare feet and a lumpy loot sack slung on the back. Skin, weapon, sack, size and art style are knobs; the weapon sits in grip_R and the eyes glow at night.
- Size
- 0.68 × 1.1 × 0.82 m
- Triangles
- 1,992
Tune it
5 knobs: Style, Skin, Weapon, Loot sack, Size.
Specs
- Size
- 0.68 × 1.1 × 0.82 m width × height × depth
- Triangles
- 1,992 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 26 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 0.644 m/s at playback speed 1
- Moving parts
- 5 upperarm_L · rotate, forearm_L · rotate, spine · rotate, chest · rotate, neck · 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.
import { createAsset } from 'https://gaitkit.com/cdn/goblin.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const goblin = createAsset();
scene.add(goblin); // rests on y = 0, front faces +Z
const gait = walker(goblin, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
goblin.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/goblin.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Goblin({ 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 goblin.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Goblin/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 0.644 # Walk clip covers 0.644 m/s at 1x// Import goblin.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 0.644 // Walk clip covers 0.644 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": "goblin", "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 (lean, adult proportions), chibi (huge head, about 0.75 m) or blocky (voxel boxes). |
skin | choice | green olive mustard grey | green | Skin colour: green, olive (forest goblin), mustard (cave goblin) or grey. |
weapon | choice | dagger club none | dagger | What the right hand holds ready: a jagged dagger, a nail-studded wooden club, or nothing. |
sack | toggle | on / off | true | A bulging tied sack of loot slung on the back. |
size | range | 0.8 to 1.3, step 0.05 | 1 | Overall height factor: 1 is about 1.15 m, 0.8 a tiny sneak, 1.3 a hobgoblin-sized 1.5 m. |
Presets: cave thief {"skin":"mustard","weapon":"dagger","sack":true} · forest brute {"skin":"olive","weapon":"club","sack":false,"size":1.3} · chibi sneak {"style":"chibi","weapon":"dagger"}
Files
| File | What |
|---|---|
| goblin.glb | GLB, default look · 219 KB |
| goblin.mjs | ES module, every knob live |
| goblin.obj | OBJ, static, no colour |
| goblin-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.