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
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.
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);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/healer.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Healer({ 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 healer.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Healer/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.095 # Walk clip covers 1.095 m/s at 1x// Import healer.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.095 // Walk clip covers 1.095 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": "healer", "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 | realistic stylized chibi blocky | stylized | Art 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). |
robe | choice | sage cream lavender sky | sage | Robe, 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). |
presentation | choice | feminine masculine neutral | feminine | Body shape and hair: feminine (a long braid down the back), masculine (short hair and a short beard) or neutral (hair in a bun). |
satchel | toggle | on / off | true | A 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
| File | What |
|---|---|
| healer.glb | GLB, default look · 264 KB |
| healer.mjs | ES module, every knob live |
| healer.obj | OBJ, static, no colour |
| healer-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.