Gaitkit Open the lab
Orc, A hulking orc warrior about 1.95 m tall who marches with a crude cleaver or axe held upright: tusks jutting from an underbite, heavy brow, pointed ears, a black topknot, a spiked iron pauldron, leather harness and plated belt. Skin (green, grey, red), weapon, build and art style are knobs; the weapon sits in grip_R and the eyes glow at night.
Character · Walks on 2 legs

Orc

A hulking orc warrior about 1.95 m tall who marches with a crude cleaver or axe held upright: tusks jutting from an underbite, heavy brow, pointed ears, a black topknot, a spiked iron pauldron, leather harness and plated belt. Skin (green, grey, red), weapon, build and art style are knobs; the weapon sits in grip_R and the eyes glow at night.

Size
1.3 × 2.0 × 1.3 m
Triangles
1,896
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Style, Skin, Weapon, Build, Armour.

Specs

Size
1.3 × 2.0 × 1.3 m
width × height × depth
Triangles
1,896
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
1.221 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/orc.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  orc.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, about 5.5 heads), realistic (adult proportions), chibi (big head, about 1.2 m) or blocky (voxel boxes).
skinchoicegreen grey redgreenSkin colour: green (classic orc), grey (mountain orc) or red (war-painted blood orc).
weaponchoicecleaver axe nonecleaverWhat the right hand holds upright: a broad notched cleaver, a single-bladed war axe, or nothing (both fists swing).
buildchoicebrute warrior runtbruteBody type: brute (heavy and broad, 1.95 m), warrior (leaner, 1.95 m) or runt (short and stocky, about 1.5 m).
armourtoggleon / offtrueSpiked iron pauldron on the left shoulder, iron bracers and a riveted belt plate. Off leaves only the leather harness.

Presets: mountain raider {"skin":"grey","weapon":"axe","build":"warrior"} · blood berserker {"skin":"red","weapon":"axe","armour":false} · grunt {"build":"runt","weapon":"cleaver","style":"chibi"}

Files

FileWhat
orc.glbGLB, default look · 224 KB
orc.mjsES module, every knob live
orc.objOBJ, static, no colour
orc-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.