Gaitkit Open the lab
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.
Character · Walks on 2 legs

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
Open in the lab Walk clip inside. The download carries the knobs you set here.

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.

JavaScript
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);
});

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 1.3 m) or blocky (voxel boxes).
skinchoicetan olive grey bluetanSkin colour: tan, olive, grey (hill ogre) or blue (frost ogre).
weaponchoiceclub bone noneclubWhat rests on the right shoulder: a heavy iron-banded club, a giant animal thigh bone, or nothing (both arms swing).
pelttoggleon / offtrueA shaggy fur pelt slung over the left shoulder.
sizerange0.8 to 1.3, step 0.051Overall 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

FileWhat
ogre.glbGLB, default look · 231 KB
ogre.mjsES module, every knob live
ogre.objOBJ, static, no colour
ogre-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.