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
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.
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);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/orc.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Orc({ 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 orc.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Orc/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.221 # Walk clip covers 1.221 m/s at 1x// Import orc.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.221 // Walk clip covers 1.221 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": "orc", "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, about 5.5 heads), realistic (adult proportions), chibi (big head, about 1.2 m) or blocky (voxel boxes). |
skin | choice | green grey red | green | Skin colour: green (classic orc), grey (mountain orc) or red (war-painted blood orc). |
weapon | choice | cleaver axe none | cleaver | What the right hand holds upright: a broad notched cleaver, a single-bladed war axe, or nothing (both fists swing). |
build | choice | brute warrior runt | brute | Body type: brute (heavy and broad, 1.95 m), warrior (leaner, 1.95 m) or runt (short and stocky, about 1.5 m). |
armour | toggle | on / off | true | Spiked 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
| File | What |
|---|---|
| orc.glb | GLB, default look · 224 KB |
| orc.mjs | ES module, every knob live |
| orc.obj | OBJ, static, no colour |
| orc-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.