Gaitkit Open the lab
Ranger, A 1.8 m ranger in a hooded travelling cloak over a leather jerkin, walking with either a tall longbow upright in the left hand (and a quiver on the back) or a long hunting spear upright in the right. Weapon, cloak colour, hood and art style are knobs; the weapon sits in grip_L (bow) or grip_R (spear).
Character · Walks on 2 legs

Ranger

A 1.8 m ranger in a hooded travelling cloak over a leather jerkin, walking with either a tall longbow upright in the left hand (and a quiver on the back) or a long hunting spear upright in the right. Weapon, cloak colour, hood and art style are knobs; the weapon sits in grip_L (bow) or grip_R (spear).

Size
0.93 × 1.8 × 1.1 m
Triangles
2,296
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Weapon, Cloak, Hood.

Specs

Size
0.93 × 1.8 × 1.1 m
width × height × depth
Triangles
2,296
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
45 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.127 m/s
at playback speed 1
Moving parts
5
upperarm_R · rotate, forearm_R · 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/ranger.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  ranger.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
stylechoicerealistic stylized chibi blockystylizedArt style of the whole figure: realistic (about 7 heads tall), stylized (5.5 heads, chunky game look), chibi (big head, 1.1 m) or blocky (voxel boxes).
weaponchoicelongbow spearlongbowA tall longbow held upright in the left hand with a quiver of arrows on the back, or a long leaf-bladed hunting spear held upright in the right hand.
cloakchoiceforest earth slate heatherforestCloak and hood colour: forest green, earth brown, slate grey or heather purple.
hoodtoggleon / offtrueHood up over the head. Off shows a weathered face with stubble and tied-back hair.

Presets: north warden {"cloak":"slate","weapon":"spear","style":"realistic"} · greenwood archer {"cloak":"forest","weapon":"longbow"} · road wanderer {"cloak":"earth","weapon":"spear","hood":false}

Files

FileWhat
ranger.glbGLB, default look · 268 KB
ranger.mjsES module, every knob live
ranger.objOBJ, static, no colour
ranger-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.