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
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.
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);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/lizardfolk.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Lizardfolk({ 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 lizardfolk.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Lizardfolk/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.189 # Walk clip covers 1.189 m/s at 1x// Import lizardfolk.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.189 // Walk clip covers 1.189 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": "lizardfolk", "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 | stylized realistic chibi blocky | stylized | Art style of the whole figure: stylized (chunky game look), realistic (adult proportions), chibi (big head, about 1.1 m) or blocky (voxel boxes). |
scales | choice | green teal sand red | green | Scale colour: green (swamp), teal (river), sand (desert) or red (volcano). |
weapon | choice | spear axe none | spear | What the right hand holds upright: a long spear with a bone-white stone tip and feathers, a stone axe, or nothing. |
crest | toggle | on / off | true | A row of spines along the crown, neck and back in a contrasting colour. |
size | range | 0.8 to 1.2, step 0.05 | 1 | Overall 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
| File | What |
|---|---|
| lizardfolk.glb | GLB, default look · 286 KB |
| lizardfolk.mjs | ES module, every knob live |
| lizardfolk.obj | OBJ, static, no colour |
| lizardfolk-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.