Gaitkit Open the lab
Lizardfolk, A scaly lizardfolk warrior about 1.9 m tall who stalks along with a bone-tipped spear held upright: a long flat lizard snout with pointed teeth, side-set amber eyes, a spiny crest running from the crown down the back, a long swaying tail, three-clawed feet, a hide loincloth and a tooth necklace. Scale colour, weapon, crest, size and art style are knobs; the weapon sits in grip_R.
Character · Walks on 2 legs

Lizardfolk

A scaly lizardfolk warrior about 1.9 m tall who stalks along with a bone-tipped spear held upright: a long flat lizard snout with pointed teeth, side-set amber eyes, a spiny crest running from the crown down the back, a long swaying tail, three-clawed feet, a hide loincloth and a tooth necklace. Scale colour, weapon, crest, size and art style are knobs; the weapon sits in grip_R.

Size
0.93 × 2.4 × 2.2 m
Triangles
2,724
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Style, Scales, Weapon, Crest, Size.

Specs

Size
0.93 × 2.4 × 2.2 m
width × height × depth
Triangles
2,724
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
48 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.189 m/s
at playback speed 1
Moving parts
6
upperarm_L · rotate, forearm_L · rotate, spine · rotate, chest · rotate, 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/lizardfolk.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  lizardfolk.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
stylechoicestylized realistic chibi blockystylizedArt style of the whole figure: stylized (chunky game look), realistic (adult proportions), chibi (big head, about 1.1 m) or blocky (voxel boxes).
scaleschoicegreen teal sand redgreenScale colour: green (swamp), teal (river), sand (desert) or red (volcano).
weaponchoicespear axe nonespearWhat the right hand holds upright: a long spear with a bone-white stone tip and feathers, a stone axe, or nothing.
cresttoggleon / offtrueA row of spines along the crown, neck and back in a contrasting colour.
sizerange0.8 to 1.2, step 0.051Overall height factor: 1 is about 1.9 m, 0.8 a 1.5 m hatchling, 1.2 a 2.3 m chieftain.

Presets: swamp hunter {"scales":"green","weapon":"spear"} · desert raider {"scales":"sand","weapon":"axe","crest":false} · volcano chieftain {"scales":"red","size":1.2}

Files

FileWhat
lizardfolk.glbGLB, default look · 286 KB
lizardfolk.mjsES module, every knob live
lizardfolk.objOBJ, static, no colour
lizardfolk-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.