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
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.
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);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/troll.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Troll({ 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 troll.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Troll/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.408 # Walk clip covers 1.408 m/s at 1x// Import troll.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.408 // Walk clip covers 1.408 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": "troll", "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 (chunky game look), realistic (lean, adult proportions), chibi (big head, about 1.4 m) or blocky (voxel boxes). |
skin | choice | moss stone swamp bark | moss | Skin colour: moss (grey-green forest troll), stone (grey cave troll), swamp (blue-green) or bark (brown). |
weapon | choice | club branch none | club | What the right fist holds raised: a knobbly tree-trunk club, a leafy torn-off branch, or nothing (both long arms swing). |
moss | toggle | on / off | true | Clumps of green moss on the shoulders, back and head. |
size | range | 0.8 to 1.25, step 0.05 | 1 | Overall 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
| File | What |
|---|---|
| troll.glb | GLB, default look · 241 KB |
| troll.mjs | ES module, every knob live |
| troll.obj | OBJ, static, no colour |
| troll-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.