Knight
A 1.75 m armoured knight who marches with a longsword held upright in the right hand and a heater shield on the left forearm: steel breastplate, pauldrons, vambraces and greaves over a coloured surcoat, a cape, and a closed great helm with a plume that can come off to show the face. Colours, helmet, cape and art style are knobs; the sword sits in grip_R.
- Size
- 0.99 × 1.9 × 1.3 m
- Triangles
- 2,436
Tune it
4 knobs: Style, Colours, Helmet, Cape.
Specs
- Size
- 0.99 × 1.9 × 1.3 m width × height × depth
- Triangles
- 2,436 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 44 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 1.095 m/s at playback speed 1
- Moving parts
- 5 upperarm_L · rotate, forearm_L · rotate, spine · rotate, chest · rotate, neck · rotate
- Knobs
- 4 3 presets
- Night lights
- 0 none
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/knight.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const knight = createAsset();
scene.add(knight); // rests on y = 0, front faces +Z
const gait = walker(knight, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
knight.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/knight.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Knight({ 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 knight.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Knight/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.095 # Walk clip covers 1.095 m/s at 1x// Import knight.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.095 // Walk clip covers 1.095 m/s at 1x
// Humanoid: the root node's extras.humanoid maps Unity bone names to nodes (Hips → body, Head → head …).Use the gaitkit MCP server: get_variant({ "id": "knight", "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 |
|---|---|---|---|---|
style | choice | realistic stylized chibi blocky | stylized | Art style of the whole figure: realistic (about 7 heads tall), stylized (5.5 heads, chunky game look), chibi (big head, 1.1 m) or blocky (voxel boxes). The armour and gear follow the style. |
colours | choice | azure crimson emerald sable | azure | Surcoat, cape, shield and plume colours: azure (blue and gold, red plume), crimson (red and gold, white plume), emerald (green, gold plume) or sable (black armour, black cape, dark red plume). |
helmet | toggle | on / off | true | A closed great helm with an eye slit and a plume. Off shows the face and short hair. |
cape | toggle | on / off | true | A long cape from the shoulders to the calves. |
Presets: black knight {"colours":"sable","helmet":true,"style":"realistic"} · squire {"colours":"emerald","helmet":false,"cape":false} · tiny champion {"colours":"crimson","style":"chibi","helmet":false}
Files
| File | What |
|---|---|
| knight.glb | GLB, default look · 262 KB |
| knight.mjs | ES module, every knob live |
| knight.obj | OBJ, static, no colour |
| knight-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.