Gaitkit Open the lab
Healer, A 1.75 m travelling healer in a long belted robe with an apron and a soft mantle, walking with a wooden staff whose head is bound with leafy herbs and small flowers that glow softly at night, and a leather satchel of herbs on the hip. Robe colours, presentation, satchel and art style are knobs; the staff sits in grip_R.
Character · Walks on 2 legs

Healer

A 1.75 m travelling healer in a long belted robe with an apron and a soft mantle, walking with a wooden staff whose head is bound with leafy herbs and small flowers that glow softly at night, and a leather satchel of herbs on the hip. Robe colours, presentation, satchel and art style are knobs; the staff sits in grip_R.

Size
0.86 × 2.1 × 1.2 m
Triangles
2,322
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Robe, Presentation, Satchel.

Specs

Size
0.86 × 2.1 × 1.2 m
width × height × depth
Triangles
2,322
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
44 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.095 m/s
at playback speed 1
Moving parts
5
upperarm_L · rotate, forearm_L · rotate, spine · rotate, chest · rotate, neck · rotate
Knobs
4
3 presets
Night lights
1
bloom

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

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  healer.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
stylechoicerealistic stylized chibi blockystylizedArt style of the whole figure: realistic (about 7 heads tall), stylized (5.5 heads, chunky game look), chibi (big head, 1.1 m) or blocky (voxel boxes).
robechoicesage cream lavender skysageRobe, apron, mantle and flower colours: sage (green robe, yellow flowers), cream (undyed robe, pink flowers), lavender (purple robe) or sky (pale blue robe, white flowers).
presentationchoicefeminine masculine neutralfeminineBody shape and hair: feminine (a long braid down the back), masculine (short hair and a short beard) or neutral (hair in a bun).
satcheltoggleon / offtrueA leather satchel on the left hip with herb sprigs poking out of it.

Presets: village herbalist {"robe":"cream","presentation":"neutral"} · forest mender {"robe":"sage","presentation":"masculine","style":"realistic"} · little medic {"robe":"sky","style":"chibi"}

Files

FileWhat
healer.glbGLB, default look · 264 KB
healer.mjsES module, every knob live
healer.objOBJ, static, no colour
healer-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.