Sheriff
A walking frontier lawman about 1.75 m tall: wide flat-brimmed hat, string tie, dark vest with a plain five-pointed star badge (no lettering), gun belt and holster, riding boots, left hand resting on the hip. Style, vest, a long duster coat and facial hair are knobs; pairs with the Wild West kit and its sheriff office.
- Size
- 1.0 × 1.8 × 0.81 m
- Triangles
- 2,270
- Kit
- Historical
Tune it
4 knobs: Style, Outfit, Duster, Facial hair.
Specs
- Size
- 1.0 × 1.8 × 0.81 m width × height × depth
- Triangles
- 2,270 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_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.
import { createAsset } from 'https://gaitkit.com/cdn/sheriff.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const sheriff = createAsset();
scene.add(sheriff); // rests on y = 0, front faces +Z
const gait = walker(sheriff, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
sheriff.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/sheriff.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Sheriff({ 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 sheriff.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Sheriff/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.095 # Walk clip covers 1.095 m/s at 1x// Import sheriff.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.095 // Walk clip covers 1.095 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": "sheriff", "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 (5.5 heads, chunky adventure-game look), realistic (about 7 heads, adult proportions), chibi (big head, 1.1 m) or blocky (voxel boxes). |
outfit | choice | charcoal brown grey burgundy | charcoal | Colourway of vest, hat and trousers: charcoal (black vest and hat), brown (brown leather), grey (grey vest, light hat) or burgundy (dark red vest). |
duster | toggle | on / off | false | A long open riding coat (duster) down to the shins over the vest; the star badge stays visible. |
beard | choice | moustache full goatee none | moustache | A big moustache, a full beard, a goatee or clean-shaven. |
Presets: town marshal {"outfit":"charcoal","beard":"moustache"} · territory lawman {"outfit":"brown","duster":true,"beard":"full","style":"realistic"} · little deputy {"outfit":"grey","style":"chibi","beard":"none"}
Files
| File | What |
|---|---|
| sheriff.glb | GLB, default look · 251 KB |
| sheriff.mjs | ES module, every knob live |
| sheriff.obj | OBJ, static, no colour |
| sheriff-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.