Gaitkit Open the lab
Shield-Maiden, A 1.75 m shield-maiden with a long braid, a mail shirt over a belted tunic, a fur mantle and wrapped boots, marching with a tall spear upright in the right hand and a big painted round shield with an iron boss and rim on the left forearm. Shield paint, helmet, hair colour and art style are knobs; the spear sits in grip_R.
Character · Walks on 2 legs

Shield-Maiden

A 1.75 m shield-maiden with a long braid, a mail shirt over a belted tunic, a fur mantle and wrapped boots, marching with a tall spear upright in the right hand and a big painted round shield with an iron boss and rim on the left forearm. Shield paint, helmet, hair colour and art style are knobs; the spear sits in grip_R.

Size
0.96 × 2.4 × 1.4 m
Triangles
2,870
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Shield, Helmet, Hair.

Specs

Size
0.96 × 2.4 × 1.4 m
width × height × depth
Triangles
2,870
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/shield-maiden.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  shieldMaiden.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).
shieldchoicered-white blue-yellow green-black woodred-whiteShield paint, which also sets the tunic colour: red-white (quartered), blue-yellow (halved), green-black (a ring round the boss) or wood (unpainted).
helmettoggleon / offfalseA plain rounded iron helmet with a rim and a nose guard (no horns). Off shows the braided hair.
hairchoiceblonde red brown blackblondeHair colour: blonde, red, brown or black.

Presets: fjord guard {"shield":"blue-yellow","helmet":true,"hair":"brown"} · red braid {"shield":"red-white","hair":"red","style":"realistic"} · young raider {"shield":"wood","hair":"black","style":"chibi"}

Files

FileWhat
shield-maiden.glbGLB, default look · 314 KB
shield-maiden.mjsES module, every knob live
shield-maiden.objOBJ, static, no colour
shield-maiden-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.