Gaitkit Open the lab
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.
Character · Walks on 2 legs

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
Open in the lab Walk clip inside. The download carries the knobs you set here.

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.

JavaScript
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);
});

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).
outfitchoicecharcoal brown grey burgundycharcoalColourway of vest, hat and trousers: charcoal (black vest and hat), brown (brown leather), grey (grey vest, light hat) or burgundy (dark red vest).
dustertoggleon / offfalseA long open riding coat (duster) down to the shins over the vest; the star badge stays visible.
beardchoicemoustache full goatee nonemoustacheA 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

FileWhat
sheriff.glbGLB, default look · 251 KB
sheriff.mjsES module, every knob live
sheriff.objOBJ, static, no colour
sheriff-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.