Villager
A life-size low-poly villager, about 1.75 m tall, who walks with swinging arms and planted feet. Presentation (masculine, feminine, neutral), outfit colours and hair are knobs; the seed picks a different person (skin tone, hair colour, face, beard, slim or heavy build), and style switches the whole figure between realistic, stylized, chibi and blocky, so one asset fills a market square in any art style.
- Size
- 0.67 × 1.7 × 0.66 m
- Triangles
- 1,818
- Kit
- Characters
Tune it
5 knobs: Presentation, Outfit, Hair, Style, Seed.
Specs
- Size
- 0.67 × 1.7 × 0.66 m width × height × depth
- Triangles
- 1,818 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
- 1.376 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
- 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.
import { createAsset } from 'https://gaitkit.com/cdn/villager.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const villager = createAsset();
scene.add(villager); // rests on y = 0, front faces +Z
const gait = walker(villager, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
villager.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/villager.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Villager({ 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 villager.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Villager/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.376 # Walk clip covers 1.376 m/s at 1x// Import villager.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.376 // Walk clip covers 1.376 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": "villager", "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 |
|---|---|---|---|---|
presentation | choice | masculine feminine neutral | masculine | Body shape and default grooming: masculine (broader shoulders, short hair, a beard on some seeds), feminine (narrower waist, longer or tied-up hair, a long skirt) or neutral (in between, trousers, no beard). |
outfit | choice | linen meadow market indigo autumn | linen | Clothing colours: linen (undyed shirt, brown trousers), meadow (green shirt), market (red shirt, navy trousers), indigo (blue shirt, tan trousers), autumn (ochre shirt). |
hair | choice | auto none buzz short long bun ponytail curly | auto | Hair style; auto lets the seed pick one that suits the presentation. |
style | choice | realistic stylized chibi blocky | realistic | Art style of the whole figure: realistic (about 7 heads tall, adult proportions), stylized (5.5 heads, chunky game look), chibi (big head, 1.1 m) or blocky (voxel boxes). |
seed | range | 1 to 40, step 1 | 3 | A different person: skin tone, hair colour, eye colour, face proportions, build (average, slim or heavy) and whether a masculine villager wears a beard. |
Presets: market woman {"presentation":"feminine","outfit":"market","seed":11} · old farmer {"presentation":"masculine","outfit":"meadow","hair":"none","seed":23} · stylized baker {"presentation":"neutral","outfit":"linen","style":"stylized","hair":"bun","seed":7}
Files
| File | What |
|---|---|
| villager.glb | GLB, default look · 214 KB |
| villager.mjs | ES module, every knob live |
| villager.obj | OBJ, static, no colour |
| villager-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.