drag to orbit · tap the ground to send it
Mech · Walks on 4 legs
Strider Mech
A car-sized four-legged walker tank with an armoured cockpit pod. Trots on diagonal leg pairs and adapts its feet to slopes.
- Size
- 2.8 × 1.4 × 2.4 m
- Triangles
- 844
- Kit
- Mech Hangar
Tune it
4 knobs: Armor, Leg height, Weapon, Cargo racks.
Specs
- Size
- 2.8 × 1.4 × 2.4 m width × height × depth
- Triangles
- 844 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 4 2 gait groups
- Stride
- 70 cm duty factor 0.6
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 1.75 m/s at playback speed 1
- Moving parts
- 1 turret · rotate
- Knobs
- 4 2 presets
- Night lights
- 1 glass
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/strider-mech.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const striderMech = createAsset();
scene.add(striderMech); // rests on y = 0, front faces +Z
const gait = walker(striderMech, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
striderMech.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/strider-mech.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function StriderMech({ 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 strider-mech.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $StriderMech/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.75 # Walk clip covers 1.75 m/s at 1x// Import strider-mech.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.75 // Walk clip covers 1.75 m/s at 1xUse the gaitkit MCP server: get_variant({ "id": "strider-mech", "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 |
|---|---|---|---|---|
armor | choice | olive arctic desert night | olive | Paint scheme: olive (military), arctic (white/red), desert (tan), night (black with cyan lights). |
height | range | 0.7 to 1.5, step 0.05 | 1 | Leg length multiplier. Higher = taller, longer stride, more fragile look. |
weapon | choice | cannon twin none | cannon | Turret armament: one long cannon, twin short barrels, or none for a civilian/cargo walker. |
cargo | toggle | on / off | false | Adds crates strapped to both flanks. |
Presets: scout {"armor":"arctic","height":1.35,"weapon":"twin"} · hauler {"armor":"desert","weapon":"none","cargo":true}
Files
| File | What |
|---|---|
| strider-mech.glb | GLB, default look · 122 KB |
| strider-mech.mjs | ES module, every knob live |
| strider-mech.obj | OBJ, static, no colour |
| strider-mech-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.