Mushroom Creature
A knee-high walking mushroom, about 75 cm tall: a stout stalk with a little face, stubby arms and a wide cap, toddling on two short legs. The cap wobbles and the arms swing with each step; caps range from a red spotted toadstool to a glowing blue cave cap. Glowcap spots shine at night.
- Size
- 0.60 × 0.92 × 0.60 m
- Triangles
- 1,610
Tune it
5 knobs: Cap, Cap width, Face, Sprouts, Size.
Specs
- Size
- 0.60 × 0.92 × 0.60 m width × height × depth
- Triangles
- 1,610 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 16 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 0.4 m/s at playback speed 1
- Moving parts
- 3 cap · rotate, arm_L · rotate, arm_R · rotate
- Knobs
- 5 3 presets
- Night lights
- 1 glow
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/mushroom-creature.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const mushroomCreature = createAsset();
scene.add(mushroomCreature); // rests on y = 0, front faces +Z
const gait = walker(mushroomCreature, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
mushroomCreature.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/mushroom-creature.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function MushroomCreature({ 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 mushroom-creature.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $MushroomCreature/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 0.4 # Walk clip covers 0.4 m/s at 1x// Import mushroom-creature.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 0.4 // Walk clip covers 0.4 m/s at 1xUse the gaitkit MCP server: get_variant({ "id": "mushroom-creature", "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 |
|---|---|---|---|---|
cap | choice | toadstool porcini glowcap violet chanterelle | toadstool | Cap kind: toadstool (red with white spots), porcini (brown bun), glowcap (deep blue with cyan spots that glow at night), violet (purple with glowing lilac spots), chanterelle (golden yellow). |
capWidth | range | 0.8 to 1.6, step 0.05 | 1 | Cap width relative to the stalk. 0.8 is a tight button cap; 1.6 is a wide parasol cap. |
face | choice | happy sleepy grumpy | happy | Expression on the stalk: happy (round eyes, smile), sleepy (half-closed eyes), grumpy (frowning brows). |
sprouts | toggle | on / off | true | Tiny baby mushrooms growing out of the cap. |
size | range | 0.4 to 3, step 0.05 | 1 | Uniform scale. 1 is about 75 cm tall; 0.4 is a 30 cm sprite; 3 is a 2.2 m mushroom giant. |
Presets: cave glowcap {"cap":"glowcap","face":"sleepy","capWidth":1.3} · angry porcini {"cap":"porcini","face":"grumpy","sprouts":false,"size":1.4} · fairy toadstool {"cap":"toadstool","capWidth":1.5,"size":0.6}
Files
| File | What |
|---|---|
| mushroom-creature.glb | GLB, default look · 220 KB |
| mushroom-creature.mjs | ES module, every knob live |
| mushroom-creature.obj | OBJ, static, no colour |
| mushroom-creature-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.