Gaitkit Open the lab
Rogue, A 1.75 m hooded rogue in a dark cloak and close-fitting leathers who walks with a dagger raised in the right hand and a second dagger held point-down in the left; a cloth mask covers the lower face and leather bracers, boots and belt pouches finish the look. Colours, mask, presentation and art style are knobs; the daggers sit in grip_R and grip_L.
Character · Walks on 2 legs

Rogue

A 1.75 m hooded rogue in a dark cloak and close-fitting leathers who walks with a dagger raised in the right hand and a second dagger held point-down in the left; a cloth mask covers the lower face and leather bracers, boots and belt pouches finish the look. Colours, mask, presentation and art style are knobs; the daggers sit in grip_R and grip_L.

Size
0.73 × 1.8 × 1.4 m
Triangles
2,098
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Colours, Mask, Presentation.

Specs

Size
0.73 × 1.8 × 1.4 m
width × height × depth
Triangles
2,098
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/rogue.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  rogue.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).
colourschoiceshadow crimson moss duskshadowCloak and leather colours: shadow (charcoal), crimson (dark red cloak), moss (forest green) or dusk (twilight purple).
masktoggleon / offtrueA cloth mask over the nose and mouth. Off shows the whole face inside the hood.
presentationchoiceneutral feminine masculineneutralBody shape: neutral, feminine (narrower waist, wider hips) or masculine (broader shoulders).

Presets: night thief {"colours":"shadow","mask":true} · red blade {"colours":"crimson","presentation":"feminine","mask":false} · forest outlaw {"colours":"moss","presentation":"masculine","mask":false,"style":"realistic"}

Files

FileWhat
rogue.glbGLB, default look · 230 KB
rogue.mjsES module, every knob live
rogue.objOBJ, static, no colour
rogue-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.