Gaitkit Open the lab
Loader Mech, A two-legged construction walker about 3.5 m tall: a glass operator cab on a stubby hazard-striped chassis, two long hydraulic arms ending in pincer claws, pallet forks or a lifting magnet, and an amber beacon on the roof. The arms swing and the claws snap as it walks.
Mech · Walks on 2 legs

Loader Mech

A two-legged construction walker about 3.5 m tall: a glass operator cab on a stubby hazard-striped chassis, two long hydraulic arms ending in pincer claws, pallet forks or a lifting magnet, and an amber beacon on the roof. The arms swing and the claws snap as it walks.

Size
2.6 × 3.6 × 3.3 m
Triangles
1,872
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Paint, Arm tools, Carrying cargo, Size.

Specs

Size
2.6 × 3.6 × 3.3 m
width × height × depth
Triangles
1,872
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
80 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
2 m/s
at playback speed 1
Moving parts
7
strobe · spin, arm_L · rotate, arm_R · rotate, jaw_Lo · rotate, jaw_Li · rotate, jaw_Ro · rotate, jaw_Ri · rotate
Knobs
4
3 presets
Night lights
3
beacon, lamp, glass

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

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  loaderMech.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
paintchoiceconstruction municipal mining dockyardconstructionColours: construction (safety yellow, black stripes), municipal (orange, white stripes), mining (olive with yellow stripes), dockyard (blue with yellow stripes).
toolchoiceclaws forks magnetclawsWhat both arms end in: claws (two-jaw pincers that snap open and shut), forks (pallet forks), magnet (round lifting magnets).
cargotoggleon / offfalseHolds a steel crate between the arms; the arms then stay still while it walks.
sizerange0.6 to 1.6, step 0.051Uniform scale. 1 is about 3.5 m tall; 0.6 is a 2 m warehouse unit; 1.6 is a 5.5 m dock loader.

Presets: site loader {"paint":"construction","tool":"claws"} · dock walker {"paint":"dockyard","tool":"forks","cargo":true,"size":1.2} · scrap hauler {"paint":"mining","tool":"magnet"}

Files

FileWhat
loader-mech.glbGLB, default look · 273 KB
loader-mech.mjsES module, every knob live
loader-mech.objOBJ, static, no colour
loader-mech-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.