Gaitkit Open the lab
Viking Warrior, A walking Norse warrior about 1.75 m tall: rounded iron helmet with a nose guard (horns only as an option, since real ones had none), big braided beard, wool tunic and cloak with a fur collar, leg wraps, a painted round shield on the left arm and a bearded axe held upright. Style, helmet, shield paint and beard colour are knobs; pairs with the longhouse and longship.
Character · Walks on 2 legs

Viking Warrior

A walking Norse warrior about 1.75 m tall: rounded iron helmet with a nose guard (horns only as an option, since real ones had none), big braided beard, wool tunic and cloak with a fur collar, leg wraps, a painted round shield on the left arm and a bearded axe held upright. Style, helmet, shield paint and beard colour are knobs; pairs with the longhouse and longship.

Size
1.2 × 1.8 × 1.4 m
Triangles
3,008
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Helmet, Shield, Hair.

Specs

Size
1.2 × 1.8 × 1.4 m
width × height × depth
Triangles
3,008
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
0
none

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/viking-warrior.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  vikingWarrior.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 (5.5 heads, chunky adventure-game look), realistic (about 7 heads, adult proportions), chibi (big head, 1.1 m) or blocky (voxel boxes).
helmetchoicenasal horned nonenasalA rounded iron helmet with a nose guard (historically accurate), the same helmet with storybook horns, or bare-headed.
shieldchoicered and white blue and yellow green and black plain woodred and whitePaint on the round wooden shield, in quartered sectors round an iron boss: red and white, blue and yellow, green and black, or plain unpainted wood.
beardchoicered blond brown greyredHair and beard colour: red, blond, brown or grey.

Presets: shield wall {"helmet":"nasal","shield":"red and white","beard":"red"} · saga hero {"helmet":"horned","shield":"blue and yellow","beard":"blond","style":"chibi"} · old jarl {"helmet":"none","shield":"green and black","beard":"grey","style":"realistic"}

Files

FileWhat
viking-warrior.glbGLB, default look · 312 KB
viking-warrior.mjsES module, every knob live
viking-warrior.objOBJ, static, no colour
viking-warrior-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.