Gaitkit Open the lab
Mummy, A shuffling mummy about 1.75 m tall wrapped head to toe in layered linen bandages with loose ends trailing, a dark slit across the face with glowing eyes, one stiff arm reaching forward and an optional broad gold-and-blue collar. Wrap colour, weapon (none, sickle sword or gem-topped staff), collar, build and art style are knobs; the eyes and the staff gem glow at night.
Character · Walks on 2 legs

Mummy

A shuffling mummy about 1.75 m tall wrapped head to toe in layered linen bandages with loose ends trailing, a dark slit across the face with glowing eyes, one stiff arm reaching forward and an optional broad gold-and-blue collar. Wrap colour, weapon (none, sickle sword or gem-topped staff), collar, build and art style are knobs; the eyes and the staff gem glow at night.

Size
0.89 × 1.7 × 1.0 m
Triangles
2,356
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Style, Wraps, Weapon, Gold collar, Build.

Specs

Size
0.89 × 1.7 × 1.0 m
width × height × depth
Triangles
2,356
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
33 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
0.822 m/s
at playback speed 1
Moving parts
4
spine · rotate, chest · rotate, neck · rotate, upperarm_L · rotate
Knobs
5
3 presets
Night lights
2
eye, gem

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

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  mummy.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).
wrapschoicelinen aged darklinenBandage colour: linen (pale cream), aged (yellowed tan) or dark (old, grimy brown).
weaponchoicenone khopesh staffnoneWhat the right hand holds: nothing (it hangs stiffly), a bronze sickle-shaped sword held upright, or a tall staff topped with a glowing gem.
collartoggleon / offtrueA broad collar of gold and blue bands over the shoulders, and gold cuffs.
buildchoiceslim average heavyslimBody type: slim (dried and gaunt), average or heavy.

Presets: tomb king {"wraps":"aged","weapon":"staff","collar":true,"build":"average"} · tomb guard {"wraps":"dark","weapon":"khopesh","collar":false} · chibi mummy {"style":"chibi","collar":false}

Files

FileWhat
mummy.glbGLB, default look · 240 KB
mummy.mjsES module, every knob live
mummy.objOBJ, static, no colour
mummy-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.