Ogre
A massive pot-bellied ogre about 2.3 m tall who stomps along with a huge club resting on his right shoulder: bald lumpy head, jutting underbite with two lower teeth, tiny ears, a hide wrap round the hips tied with rope and a fur pelt over the left shoulder. Skin, weapon, pelt, size and art style are knobs; the club sits in grip_R and the eyes glow at night.
- Size
- 1.4 × 2.3 × 1.4 m
- Triangles
- 2,104
Tune it
5 knobs: Style, Skin, Weapon, Fur pelt, Size.
Specs
- Size
- 1.4 × 2.3 × 1.4 m width × height × depth
- Triangles
- 2,104 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 49 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 1.224 m/s at playback speed 1
- Moving parts
- 5 upperarm_L · rotate, forearm_L · rotate, spine · rotate, chest · rotate, neck · 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/ogre.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const ogre = createAsset();
scene.add(ogre); // rests on y = 0, front faces +Z
const gait = walker(ogre, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
ogre.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/ogre.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Ogre({ 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 ogre.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Ogre/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.224 # Walk clip covers 1.224 m/s at 1x// Import ogre.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.224 // Walk clip covers 1.224 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": "ogre", "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). |
skin | choice | tan olive grey blue | tan | Skin colour: tan, olive, grey (hill ogre) or blue (frost ogre). |
weapon | choice | club bone none | club | What rests on the right shoulder: a heavy iron-banded club, a giant animal thigh bone, or nothing (both arms swing). |
pelt | toggle | on / off | true | A shaggy fur pelt slung over the left shoulder. |
size | range | 0.8 to 1.3, step 0.05 | 1 | Overall height factor: 1 is about 2.3 m, 1.3 a 3 m boss ogre. |
Presets: frost ogre {"skin":"blue","weapon":"bone","size":1.15} · hill brute {"skin":"grey","weapon":"club","pelt":false} · chibi ogre {"style":"chibi","skin":"olive"}
Files
| File | What |
|---|---|
| ogre.glb | GLB, default look · 231 KB |
| ogre.mjs | ES module, every knob live |
| ogre.obj | OBJ, static, no colour |
| ogre-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.