Gaitkit Open the lab
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.
Character · Walks on 2 legs

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

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.

JavaScript
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);
});

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 (lean, adult proportions), chibi (huge head, about 0.75 m) or blocky (voxel boxes).
skinchoicegreen olive mustard greygreenSkin colour: green, olive (forest goblin), mustard (cave goblin) or grey.
weaponchoicedagger club nonedaggerWhat the right hand holds ready: a jagged dagger, a nail-studded wooden club, or nothing.
sacktoggleon / offtrueA bulging tied sack of loot slung on the back.
sizerange0.8 to 1.3, step 0.051Overall 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

FileWhat
goblin.glbGLB, default look · 219 KB
goblin.mjsES module, every knob live
goblin.objOBJ, static, no colour
goblin-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.