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
- Kit
- Sci-Fi Crew
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.
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);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/space-marine.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function SpaceMarine({ 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 space-marine.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $SpaceMarine/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.095 # Walk clip covers 1.095 m/s at 1x// Import space-marine.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.095 // Walk clip covers 1.095 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": "space-marine", "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 (5.5 heads, chunky game look), realistic (about 7 heads), chibi (big head, 1.1 m) or blocky (voxel boxes). |
armour | choice | olive slate crimson arctic | slate | Armour colourway: olive (jungle green), slate (blue-grey with orange marks), crimson (dark red with gold trim) or arctic (white with blue marks). |
helmet | toggle | on / off | true | Closed helmet with a glowing visor slit; off shows a cropped-haired face and a raised gorget. |
weapon | choice | rifle pistol none | rifle | What 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
| File | What |
|---|---|
| space-marine.glb | GLB, default look · 321 KB |
| space-marine.mjs | ES module, every knob live |
| space-marine.obj | OBJ, static, no colour |
| space-marine-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.