Horse
A riding horse about 1.6 m at the withers with bay, chestnut, black, dapple grey, palomino or pinto coats, a flowing, short or braided mane and an optional saddle. Walks with a real lateral-sequence gait: front knees bend forward, hind hocks bend back, hooves stay planted, the head nods and the tail swings.
- Size
- 0.64 × 2.2 × 2.4 m
- Triangles
- 2,891
- Kit
- Animals
Tune it
5 knobs: Coat, Mane, Saddle, Markings, Size.
Specs
- Size
- 0.64 × 2.2 × 2.4 m width × height × depth
- Triangles
- 2,891 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 4 2 gait groups
- Stride
- 52 cm duty factor 0.68
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 1.3 m/s at playback speed 1
- Moving parts
- 2 neck · rotate, tail · 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/horse.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const horse = createAsset();
scene.add(horse); // rests on y = 0, front faces +Z
const gait = walker(horse, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
horse.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/horse.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Horse({ 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 horse.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Horse/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.3 # Walk clip covers 1.3 m/s at 1x// Import horse.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.3 // Walk clip covers 1.3 m/s at 1xUse the gaitkit MCP server: get_variant({ "id": "horse", "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 |
|---|---|---|---|---|
coat | choice | bay chestnut black grey palomino pinto | bay | Coat colour: bay (brown with black mane, tail and legs), chestnut (red-brown with a flaxen mane), black, grey (dapple grey with a white mane), palomino (golden with a cream mane), pinto (white with large brown patches). |
mane | choice | flowing short braided | flowing | Mane style: flowing (long hair falling over the side of the neck), short (a trimmed upright crest), braided (a row of tidy knots, show style). |
saddle | toggle | on / off | true | Riding tack: leather saddle on a coloured cloth, girth strap, stirrups, bridle and reins. Off = a bare horse. |
markings | toggle | on / off | true | A white blaze down the face and white socks on the hind feet. |
size | range | 0.5 to 1.15, step 0.05 | 1 | Uniform scale. 1 is a riding horse 1.6 m at the withers; 0.55 is a small pony or a foal (turn the saddle off); 1.15 is a big draft horse. |
Presets: trail horse {"coat":"bay","saddle":true,"mane":"flowing"} · show pony {"coat":"grey","mane":"braided","size":0.6} · wild pinto {"coat":"pinto","saddle":false,"markings":false}
Files
| File | What |
|---|---|
| horse.glb | GLB, default look · 380 KB |
| horse.mjs | ES module, every knob live |
| horse.obj | OBJ, static, no colour |
| horse-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.