Gaitkit Open the lab
Mechanic, A life-size garage mechanic, about 1.75 m tall, in a zip-front coverall with rolled sleeves, chest and knee patches, grease smudges on the coverall and a red rag in the back pocket, carrying a big wrench or an oil can; some wear a backwards cap. Coverall colour, tool, presentation and art style are knobs; the seed picks a different person.
Character · Walks on 2 legs

Mechanic

A life-size garage mechanic, about 1.75 m tall, in a zip-front coverall with rolled sleeves, chest and knee patches, grease smudges on the coverall and a red rag in the back pocket, carrying a big wrench or an oil can; some wear a backwards cap. Coverall colour, tool, presentation and art style are knobs; the seed picks a different person.

Size
0.86 × 1.7 × 1.0 m
Triangles
1,792
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Coverall, Tool, Presentation, Style, Seed.

Specs

Size
0.86 × 1.7 × 1.0 m
width × height × depth
Triangles
1,792
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
7
upperarm_L · rotate, forearm_L · rotate, upperarm_R · rotate, forearm_R · rotate, spine · rotate, chest · rotate, neck · rotate
Knobs
5
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.

JavaScript
import { createAsset } from 'https://gaitkit.com/cdn/mechanic.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  mechanic.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
coverallchoicenavy grey orange olive rednavyColour of the one-piece work coverall: navy, grey, orange, olive or red.
toolchoicewrench oilcan nonewrenchWhat the mechanic carries: a big adjustable wrench in the right hand, a long-spouted oil can in the left, or nothing.
presentationchoicemasculine feminine neutralmasculineBody shape and grooming: masculine (broader shoulders, short hair, a beard on some seeds), feminine (narrower waist, longer or tied-up hair) or neutral (in between, no beard).
stylechoicerealistic stylized chibi blockystylizedArt style of the whole figure: realistic (about 7 heads tall, adult proportions), stylized (5.5 heads, chunky game look), chibi (big head, about 1.1 m tall) or blocky (voxel boxes). Outfit and props follow the style.
seedrange1 to 40, step 132A different person: skin tone (light to deep), hair colour and style, eye colour, face, build and whether they wear a backwards cap.

Presets: garage hand {"coverall":"navy","tool":"wrench","seed":32} · pit crew {"coverall":"orange","tool":"none","presentation":"feminine","seed":29} · old-school mechanic {"coverall":"grey","tool":"oilcan","style":"realistic","seed":12}

Files

FileWhat
mechanic.glbGLB, default look · 212 KB
mechanic.mjsES module, every knob live
mechanic.objOBJ, static, no colour
mechanic-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.