Gaitkit Open the lab
Troll, A lanky hunched troll about 2.5 m tall with knuckle-dragging long arms, a bulbous nose, small tusks and moss growing on its shoulders and head, lumbering along with a tree-trunk club raised in the right fist. Skin, weapon, moss, size and art style are knobs; the club sits in grip_R and the eyes glow at night.
Character · Walks on 2 legs

Troll

A lanky hunched troll about 2.5 m tall with knuckle-dragging long arms, a bulbous nose, small tusks and moss growing on its shoulders and head, lumbering along with a tree-trunk club raised in the right fist. Skin, weapon, moss, size and art style are knobs; the club sits in grip_R and the eyes glow at night.

Size
1.4 × 2.5 × 2.1 m
Triangles
2,154
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Style, Skin, Weapon, Moss, Size.

Specs

Size
1.4 × 2.5 × 2.1 m
width × height × depth
Triangles
2,154
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
56 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.408 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.

JavaScript
import { createAsset } from 'https://gaitkit.com/cdn/troll.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  troll.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 (chunky game look), realistic (lean, adult proportions), chibi (big head, about 1.4 m) or blocky (voxel boxes).
skinchoicemoss stone swamp barkmossSkin colour: moss (grey-green forest troll), stone (grey cave troll), swamp (blue-green) or bark (brown).
weaponchoiceclub branch noneclubWhat the right fist holds raised: a knobbly tree-trunk club, a leafy torn-off branch, or nothing (both long arms swing).
mosstoggleon / offtrueClumps of green moss on the shoulders, back and head.
sizerange0.8 to 1.25, step 0.051Overall height factor: 1 is about 2.5 m, 0.8 a 2 m youngster, 1.25 a 3.1 m elder.

Presets: cave troll {"skin":"stone","moss":false,"weapon":"club","size":1.2} · swamp lurker {"skin":"swamp","weapon":"branch"} · chibi troll {"style":"chibi","skin":"bark"}

Files

FileWhat
troll.glbGLB, default look · 241 KB
troll.mjsES module, every knob live
troll.objOBJ, static, no colour
troll-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.