Gaitkit Open the lab
Werewolf, A hunched werewolf about 2.1 m tall that prowls on clawed, high-heeled paws: a wolf head with a long muzzle, fangs, tall ears and glowing yellow eyes, a shaggy neck ruff, fur-tufted shoulders and forearms, long claws, a bushy swaying tail and torn trousers. Fur colour, weapon (claws or broken shackles), trousers, size and art style are knobs.
Character · Walks on 2 legs

Werewolf

A hunched werewolf about 2.1 m tall that prowls on clawed, high-heeled paws: a wolf head with a long muzzle, fangs, tall ears and glowing yellow eyes, a shaggy neck ruff, fur-tufted shoulders and forearms, long claws, a bushy swaying tail and torn trousers. Fur colour, weapon (claws or broken shackles), trousers, size and art style are knobs.

Size
1.6 × 2.2 × 1.5 m
Triangles
2,680
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Style, Fur, Weapon, Torn trousers, Size.

Specs

Size
1.6 × 2.2 × 1.5 m
width × height × depth
Triangles
2,680
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
53 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
1.314 m/s
at playback speed 1
Moving parts
8
upperarm_L · rotate, forearm_L · rotate, upperarm_R · rotate, forearm_R · rotate, spine · rotate, chest · rotate, neck · rotate, tail · 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/werewolf.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  werewolf.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 (adult proportions), chibi (big head, about 1.2 m) or blocky (voxel boxes).
furchoicegrey brown black whitegreyFur colour: grey (timber wolf), brown, black or white (arctic); the muzzle, chest and ruff are a lighter shade.
weaponchoiceclaws shacklesclawsClaws: bare long claws on both hands. Shackles: iron cuffs on both wrists with broken chain ends swinging from them.
trouserstoggleon / offtrueRagged trousers torn off at the knee, left over from the human form. Off shows fur all the way down.
sizerange0.85 to 1.2, step 0.051Overall height factor: 1 is about 2.1 m hunched, 1.2 an alpha about 2.5 m.

Presets: black alpha {"fur":"black","size":1.2,"trousers":false} · escaped prisoner {"fur":"brown","weapon":"shackles"} · arctic stalker {"fur":"white","style":"realistic"}

Files

FileWhat
werewolf.glbGLB, default look · 283 KB
werewolf.mjsES module, every knob live
werewolf.objOBJ, static, no colour
werewolf-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.