Gaitkit Open the lab
Stone Golem, A hulking stone golem about 2.6 m tall built from rough rock blocks (a split chest, a small sunken head, boulder shoulders, huge forearms and fists, block legs) held together by a glowing magical core that shows through every seam, with glowing eye slits. Stone, glow colour, moss, weapon and art style are knobs; the seams and eyes light up at night in the glow colour.
Character · Walks on 2 legs

Stone Golem

A hulking stone golem about 2.6 m tall built from rough rock blocks (a split chest, a small sunken head, boulder shoulders, huge forearms and fists, block legs) held together by a glowing magical core that shows through every seam, with glowing eye slits. Stone, glow colour, moss, weapon and art style are knobs; the seams and eyes light up at night in the glow colour.

Size
1.8 × 2.3 × 1.6 m
Triangles
1,096
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Style, Stone, Glow, Moss, Weapon.

Specs

Size
1.8 × 2.3 × 1.6 m
width × height × depth
Triangles
1,096
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
55 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.383 m/s
at playback speed 1
Moving parts
7
upperarm_L · rotate, forearm_L · rotate, upperarm_R · rotate, forearm_R · rotate, spine · rotate, chest · rotate, neck · rotate
Knobs
5
3 presets
Night lights
2
core, 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/stone-golem.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  stoneGolem.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: stylized (chunky rough blocks), realistic (irregular boulders, longer limbs), chibi (round pebbles, big head, about 1.4 m) or blocky (clean voxel cubes).
stonechoicegranite sandstone basaltgraniteRock type: granite (grey), sandstone (warm tan) or basalt (near black).
glowchoicecyan magma felcyanColour of the magical core showing through the seams and eyes: cyan (arcane), magma (orange lava) or fel (toxic green).
mosstoggleon / offtrueMoss growing on the upward-facing rock surfaces.
weaponchoicefists pillarfistsFists: bare stone fists swinging. Pillar: a broken stone column held upright as a club in the right fist.

Presets: lava golem {"stone":"basalt","glow":"magma","moss":false} · temple guardian {"stone":"sandstone","glow":"cyan","weapon":"pillar","moss":false} · forest golem {"stone":"granite","glow":"fel","moss":true}

Files

FileWhat
stone-golem.glbGLB, default look · 176 KB
stone-golem.mjsES module, every knob live
stone-golem.objOBJ, static, no colour
stone-golem-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.