Gaitkit Open the lab
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.
Creature · Walks on 4 legs

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

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.

JavaScript
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);
});

More in the docs; agents can fetch all of this through MCP.

Knobs

KnobTypeValuesDefaultWhat it does
coatchoicebay chestnut black grey palomino pintobayCoat 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).
manechoiceflowing short braidedflowingMane style: flowing (long hair falling over the side of the neck), short (a trimmed upright crest), braided (a row of tidy knots, show style).
saddletoggleon / offtrueRiding tack: leather saddle on a coloured cloth, girth strap, stirrups, bridle and reins. Off = a bare horse.
markingstoggleon / offtrueA white blaze down the face and white socks on the hind feet.
sizerange0.5 to 1.15, step 0.051Uniform 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

FileWhat
horse.glbGLB, default look · 380 KB
horse.mjsES module, every knob live
horse.objOBJ, static, no colour
horse-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.