Gaitkit Open the lab
Space Marine, A walking power-armoured trooper, about 1.9 m tall in armour: rounded shoulder pads, chest and belly plates, armoured thighs and greaves, a closed helmet with a glowing visor slit, and a chunky stylised blaster rifle carried ready in the right hand. Armour colour, helmet, weapon and art style are knobs; the visor and the weapon cell glow at night.
Character · Walks on 2 legs

Space Marine

A walking power-armoured trooper, about 1.9 m tall in armour: rounded shoulder pads, chest and belly plates, armoured thighs and greaves, a closed helmet with a glowing visor slit, and a chunky stylised blaster rifle carried ready in the right hand. Armour colour, helmet, weapon and art style are knobs; the visor and the weapon cell glow at night.

Size
1.3 × 1.8 × 1.6 m
Triangles
2,904
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Armour, Helmet, Weapon.

Specs

Size
1.3 × 1.8 × 1.6 m
width × height × depth
Triangles
2,904
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
2
visor, cell

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

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  spaceMarine.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 game look), realistic (about 7 heads), chibi (big head, 1.1 m) or blocky (voxel boxes).
armourchoiceolive slate crimson arcticslateArmour colourway: olive (jungle green), slate (blue-grey with orange marks), crimson (dark red with gold trim) or arctic (white with blue marks).
helmettoggleon / offtrueClosed helmet with a glowing visor slit; off shows a cropped-haired face and a raised gorget.
weaponchoicerifle pistol nonerifleWhat the right hand carries ready: a bulky blaster rifle, a compact blaster pistol, or nothing (both arms swing).

Presets: jungle trooper {"armour":"olive","weapon":"rifle"} · arctic recon {"armour":"arctic","weapon":"pistol"} · sergeant {"armour":"crimson","helmet":false,"weapon":"rifle"}

Files

FileWhat
space-marine.glbGLB, default look · 321 KB
space-marine.mjsES module, every knob live
space-marine.objOBJ, static, no colour
space-marine-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.