Gaitkit Open the lab
Kaiju Crab, A house-sized armoured crab monster, about 6 m across the legs and 3 m tall with its claws raised: eight walking legs, two huge crushing claws that snap as it marches forward (face +Z), a spiked, barnacle-crusted shell and glowing eyes on stalks.
Creature · Walks on 8 legs

Kaiju Crab

A house-sized armoured crab monster, about 6 m across the legs and 3 m tall with its claws raised: eight walking legs, two huge crushing claws that snap as it marches forward (face +Z), a spiked, barnacle-crusted shell and glowing eyes on stalks.

Size
6.7 × 2.9 × 5.2 m
Triangles
2,854
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Shell, Spikes, Claw size, Size.

Specs

Size
6.7 × 2.9 × 5.2 m
width × height × depth
Triangles
2,854
of 6,000
Draw calls
1
one vertex-colour material
Legs
8
2 gait groups
Stride
85 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
2.125 m/s
at playback speed 1
Moving parts
2
claw_L_pincer · rotate, claw_R_pincer · rotate
Knobs
4
3 presets
Night lights
2
eye, ember

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

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  kaijuCrab.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
shellchoiceabyss coral basalt ice toxicabyssShell colour: abyss (deep red deep-sea crab, gold eyes), coral (bright orange reef crab), basalt (black volcanic shell with ember-orange claw tips and eyes), ice (pale frost-blue, cyan eyes), toxic (swamp green with acid-yellow tips).
spikestoggleon / offtrueAdds big horn-like spines along the shell rim, a crest of spines down the back and spurs on the legs and claws. Off = a smoother, older, barnacle-crusted shell.
clawSizerange0.6 to 1.8, step 0.051Scales both crushing claws. 0.6 = slim, picking claws; 1 = heavy; 1.8 = absurd boss claws bigger than the shell.
sizerange0.3 to 2, step 0.051Uniform scale. 1 is about 6 m across the legs and 3 m tall (a house-sized kaiju); 0.3 is a 1.8 m giant crab; 2 is a 12 m city-wrecker.

Presets: harbour terror {"shell":"abyss","clawSize":1.5,"size":1.4} · volcano crab {"shell":"basalt","spikes":true,"clawSize":1.2} · glacier titan {"shell":"ice","spikes":false,"size":1.8,"clawSize":1.3}

Files

FileWhat
kaiju-crab.glbGLB, default look · 420 KB
kaiju-crab.mjsES module, every knob live
kaiju-crab.objOBJ, static, no colour
kaiju-crab-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.