Gaitkit Open the lab
Skeleton Warrior, A walking skeleton about 1.8 m tall built from bare bones (skull with glowing eye sockets, ribcage, spine, pelvis, limb bones), wearing a dented rusty helmet, a pauldron and a tattered belt cloth, marching with a notched rusty sword held upright and a round rotting shield on the left arm. Bone colour, weapon, shield, helmet and art style are knobs; the weapon sits in grip_R.
Character · Walks on 2 legs

Skeleton Warrior

A walking skeleton about 1.8 m tall built from bare bones (skull with glowing eye sockets, ribcage, spine, pelvis, limb bones), wearing a dented rusty helmet, a pauldron and a tattered belt cloth, marching with a notched rusty sword held upright and a round rotting shield on the left arm. Bone colour, weapon, shield, helmet and art style are knobs; the weapon sits in grip_R.

Size
0.84 × 1.8 × 1.2 m
Triangles
2,207
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Style, Bones, Weapon, Shield, Helmet.

Specs

Size
0.84 × 1.8 × 1.2 m
width × height × depth
Triangles
2,207
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
45 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.127 m/s
at playback speed 1
Moving parts
5
upperarm_L · rotate, forearm_L · rotate, spine · rotate, chest · rotate, neck · rotate
Knobs
5
3 presets
Night lights
1
eye

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/skeleton-warrior.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  skeletonWarrior.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 (chunky game bones, big skull), realistic (thin bones, adult proportions), chibi (huge skull, about 1.1 m) or blocky (square voxel bones).
boneschoicebleached aged charredagedBone colour: bleached (clean white), aged (yellowed ivory) or charred (sooty grey-brown).
weaponchoicesword axe noneswordWhat the right hand holds upright: a notched rusty sword, a rusty hand axe, or nothing (both arms swing).
shieldtoggleon / offtrueA round rotting wooden shield with a rusty rim and boss strapped to the left forearm.
helmettoggleon / offtrueA dented rusty helmet with a nose guard, plus a matching shoulder pauldron.

Presets: crypt guard {"bones":"bleached","weapon":"sword","shield":true,"helmet":true} · burnt raider {"bones":"charred","weapon":"axe","shield":false} · bare bones {"helmet":false,"shield":false,"weapon":"none","style":"chibi"}

Files

FileWhat
skeleton-warrior.glbGLB, default look · 268 KB
skeleton-warrior.mjsES module, every knob live
skeleton-warrior.objOBJ, static, no colour
skeleton-warrior-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.