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
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.
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);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/skeleton-warrior.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function SkeletonWarrior({ 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 skeleton-warrior.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $SkeletonWarrior/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.127 # Walk clip covers 1.127 m/s at 1x// Import skeleton-warrior.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.127 // Walk clip covers 1.127 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": "skeleton-warrior", "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 (chunky game bones, big skull), realistic (thin bones, adult proportions), chibi (huge skull, about 1.1 m) or blocky (square voxel bones). |
bones | choice | bleached aged charred | aged | Bone colour: bleached (clean white), aged (yellowed ivory) or charred (sooty grey-brown). |
weapon | choice | sword axe none | sword | What the right hand holds upright: a notched rusty sword, a rusty hand axe, or nothing (both arms swing). |
shield | toggle | on / off | true | A round rotting wooden shield with a rusty rim and boss strapped to the left forearm. |
helmet | toggle | on / off | true | A 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
| File | What |
|---|---|
| skeleton-warrior.glb | GLB, default look · 268 KB |
| skeleton-warrior.mjs | ES module, every knob live |
| skeleton-warrior.obj | OBJ, static, no colour |
| skeleton-warrior-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.