Gaitkit Open the lab
Pirate Captain, A walking pirate captain of the early 1700s, about 1.75 m tall: three-cornered hat with gold edging, long open frock coat with turned-back cuffs and brass buttons, sash and belt, tall boots and a curved cutlass carried upright in the right hand. Style, coat colour, beard and a shoulder parrot are knobs; pairs with the Pirates kit.
Character · Walks on 2 legs

Pirate Captain

A walking pirate captain of the early 1700s, about 1.75 m tall: three-cornered hat with gold edging, long open frock coat with turned-back cuffs and brass buttons, sash and belt, tall boots and a curved cutlass carried upright in the right hand. Style, coat colour, beard and a shoulder parrot are knobs; pairs with the Pirates kit.

Size
0.86 × 1.9 × 1.0 m
Triangles
2,850
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Coat, Beard, Parrot.

Specs

Size
0.86 × 1.9 × 1.0 m
width × height × depth
Triangles
2,850
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
44 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.095 m/s
at playback speed 1
Moving parts
5
upperarm_L · rotate, forearm_L · rotate, spine · rotate, chest · rotate, neck · rotate
Knobs
4
3 presets
Night lights
0
none

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/pirate-captain.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  pirateCaptain.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 (5.5 heads, chunky adventure-game look), realistic (about 7 heads, adult proportions), chibi (big head, 1.1 m) or blocky (voxel boxes).
coatchoicecrimson navy black bottlecrimsonCoat colourway: crimson (red coat, gold trim, dark breeches), navy (blue coat, cream breeches, red sash), black (the feared one) or bottle (dark green coat, amber sash).
beardchoicefull goatee moustache nonefullFacial hair: a full black beard, a goatee, a moustache or clean-shaven.
parrottoggleon / offfalseA green parrot perched on the left shoulder.

Presets: feared black coat {"coat":"black","beard":"full","style":"realistic"} · navy privateer {"coat":"navy","beard":"moustache"} · storybook captain {"coat":"crimson","style":"chibi","parrot":true}

Files

FileWhat
pirate-captain.glbGLB, default look · 298 KB
pirate-captain.mjsES module, every knob live
pirate-captain.objOBJ, static, no colour
pirate-captain-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.