Scout Mech
A two-legged recon walker about 3.5 m tall: a wedge-shaped cockpit pod carried on long reverse-jointed (chicken-walker) legs whose knees bend backward. The pod scans left and right and the chin guns nod as it strides.
- Size
- 1.9 × 4.0 × 2.7 m
- Triangles
- 1,096
- Kit
- Mech Hangar
Tune it
4 knobs: Paint, Loadout, Leg length, Size.
Specs
- Size
- 1.9 × 4.0 × 2.7 m width × height × depth
- Triangles
- 1,096 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 2 2 gait groups
- Stride
- 140 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 3.5 m/s at playback speed 1
- Moving parts
- 2 pod · rotate, guns · rotate
- Knobs
- 4 3 presets
- Night lights
- 2 glass, lamp
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/scout-mech.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const scoutMech = createAsset();
scene.add(scoutMech); // rests on y = 0, front faces +Z
const gait = walker(scoutMech, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
scoutMech.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/scout-mech.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function ScoutMech({ 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 scout-mech.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $ScoutMech/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 3.5 # Walk clip covers 3.5 m/s at 1x// Import scout-mech.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 3.5 // Walk clip covers 3.5 m/s at 1xUse the gaitkit MCP server: get_variant({ "id": "scout-mech", "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 |
|---|---|---|---|---|
paint | choice | arctic olive desert night | arctic | Hull colours: arctic (white with red trim), olive (military green), desert (sand with teal trim), night (black with cyan glass). |
weapons | choice | twin guns rockets sensors | twin guns | twin guns: two chin barrels; rockets: a rocket pod on each flank; sensors: unarmed survey version with a radar dish and long antennas. |
legLength | range | 0.8 to 1.3, step 0.05 | 1 | Scales the legs and so the ride height and stride. 0.8 = squat runner; 1.3 = very tall, long-striding stilt walker. |
size | range | 0.5 to 1.6, step 0.05 | 1 | Uniform scale. 1 is about 3.5 m tall with a car-sized pod; 0.5 is a one-person 1.8 m runner; 1.6 is a 5.5 m strider. |
Presets: jungle hunter {"paint":"olive","weapons":"rockets","legLength":0.9} · dune surveyor {"paint":"desert","weapons":"sensors","legLength":1.2} · night stalker {"paint":"night","weapons":"twin guns","legLength":1.1}
Files
| File | What |
|---|---|
| scout-mech.glb | GLB, default look · 165 KB |
| scout-mech.mjs | ES module, every knob live |
| scout-mech.obj | OBJ, static, no colour |
| scout-mech-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.