Minotaur
A towering bull-headed minotaur about 2.4 m tall who strides on cloven hooves with a huge double-bladed axe held upright: broad muzzle with a brass nose ring, long curved horns, a shaggy forelock, glowing red eyes, a bare muscular chest with a leather band, a studded leather kilt and furry legs. Hide colour, weapon, nose ring, size and art style are knobs; the weapon sits in grip_R.
- Size
- 1.4 × 2.6 × 1.9 m
- Triangles
- 2,128
Tune it
5 knobs: Style, Hide, Weapon, Nose ring, Size.
Specs
- Size
- 1.4 × 2.6 × 1.9 m width × height × depth
- Triangles
- 2,128 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 60 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 1.502 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/minotaur.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const minotaur = createAsset();
scene.add(minotaur); // rests on y = 0, front faces +Z
const gait = walker(minotaur, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
minotaur.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/minotaur.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Minotaur({ 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 minotaur.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Minotaur/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.502 # Walk clip covers 1.502 m/s at 1x// Import minotaur.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.502 // Walk clip covers 1.502 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": "minotaur", "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 1.3 m) or blocky (voxel boxes). |
hide | choice | brown black white red | brown | Hide colour: brown, black, white or red-brown; the muzzle and legs follow it. |
weapon | choice | greataxe maul none | greataxe | What the right hand holds upright: a double-bladed greataxe, a stone-headed maul, or nothing (both arms swing). |
noseRing | toggle | on / off | true | A heavy brass ring through the nose. |
size | range | 0.8 to 1.25, step 0.05 | 1 | Overall height factor: 1 is about 2.4 m, 1.25 a 3 m labyrinth boss. |
Presets: labyrinth guardian {"hide":"black","weapon":"greataxe","size":1.2} · white bull {"hide":"white","weapon":"maul"} · chibi minotaur {"style":"chibi","hide":"red"}
Files
| File | What |
|---|---|
| minotaur.glb | GLB, default look · 237 KB |
| minotaur.mjs | ES module, every knob live |
| minotaur.obj | OBJ, static, no colour |
| minotaur-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.