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
- Kit
- Monsters
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.
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);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/kaiju-crab.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function KaijuCrab({ 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 kaiju-crab.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $KaijuCrab/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 2.125 # Walk clip covers 2.125 m/s at 1x// Import kaiju-crab.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 2.125 // Walk clip covers 2.125 m/s at 1xUse the gaitkit MCP server: get_variant({ "id": "kaiju-crab", "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 |
|---|---|---|---|---|
shell | choice | abyss coral basalt ice toxic | abyss | Shell 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). |
spikes | toggle | on / off | true | Adds 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. |
clawSize | range | 0.6 to 1.8, step 0.05 | 1 | Scales both crushing claws. 0.6 = slim, picking claws; 1 = heavy; 1.8 = absurd boss claws bigger than the shell. |
size | range | 0.3 to 2, step 0.05 | 1 | Uniform 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
| File | What |
|---|---|
| kaiju-crab.glb | GLB, default look · 420 KB |
| kaiju-crab.mjs | ES module, every knob live |
| kaiju-crab.obj | OBJ, static, no colour |
| kaiju-crab-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.