Fantasy Helmet
One fantasy helmet at real size facing +Z, on a wooden head stand (about 55 cm tall) or resting on its rim: an open nasal helmet with cheek guards, a closed great helm with a visor that lifts (the part named visor tips about x), a rounded helmet with two swept wings, or a cloth hood with a shoulder mantle. Optional plume or crest.
- Size
- 0.27 × 0.62 × 0.30 m
- Triangles
- 876
Tune it
6 knobs: Style, Metal, Accent, Plume, Stand, Visor open.
Specs
- Size
- 0.27 × 0.62 × 0.30 m width × height × depth
- Triangles
- 876 of 6,000
- Draw calls
- 1 one vertex-colour material
- Moving parts
- 1 visor · rotate
- Knobs
- 6 3 presets
- Night lights
- 0 none
Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.
Use it
Code for the specimen as it is set up above; it follows your knobs.
import { createAsset } from 'https://gaitkit.com/cdn/helmet-set.mjs';
const helmetSet = createAsset();
scene.add(helmetSet); // rests on y = 0, front faces +Z
// 'visor' pivots on its hinge: -80° to 0° around x
helmetSet.getObjectByName('visor').rotation.x = THREE.MathUtils.degToRad(-80);import { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/helmet-set.mjs';
export function HelmetSet() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import helmet-set.glb (download below). Moving parts are separate nodes, pivoted on their hinge.
$HelmetSet/visor.rotation_degrees.x = -80// Import helmet-set.glb with glTFast (com.unity.cloud.gltfast).
transform.Find("visor").localEulerAngles = new Vector3(/* x: */ -80, 0, 0);Use the gaitkit MCP server: get_variant({ "id": "helmet-set", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
style | choice | open closed winged hood | closed | open (a rounded skull cap with a nasal bar, cheek guards and a riveted brow band), closed (a flat-topped great helm covering the whole head, eye slits and breathing holes on a visor that lifts), winged (a domed helmet with two feathered wings swept back from the sides) or hood (a cloth hood with a pointed back and a short shoulder mantle, the face in shadow). |
metal | choice | steel iron bronze gold black | steel | Metal of the helmet (or of the hood clasp): steel, iron (dark), bronze, gold or black. |
accent | color | any colour | #a8392c | Colour of the plume or crest, and of the hood cloth. #a8392c red, #2f5d8c blue, #3f6e4f forest green, #2b2c30 black, #ecebe6 white, #6b4a8a purple. |
plume | toggle | on / off | true | A horsehair crest on top (closed and winged), a tall feather plume (open) or a feather tucked in the hood band (hood). |
stand | toggle | on / off | true | Show the helmet on a wooden display stand with a carved head form. Off: the helmet rests on its rim on the ground. |
visor | range | 0 to 1, step 0.05 | 0 | How far the closed helm's visor is lifted: 0 shut, 1 fully up showing the face. Only the closed style has a visor. |
Presets: knight great helm {"style":"closed","metal":"steel","accent":"#2f5d8c","plume":true} · valkyrie wings {"style":"winged","metal":"gold","accent":"#ecebe6","plume":false} · rogue hood {"style":"hood","metal":"iron","accent":"#2b2c30","stand":true}
Files
| File | What |
|---|---|
| helmet-set.glb | GLB, default look · 116 KB |
| helmet-set.mjs | ES module, every knob live |
| helmet-set.obj | OBJ, static, no colour |
| helmet-set-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.