Gaitkit Open the lab
Wizard, A 1.75 m wizard in a long robe with bell sleeves and a tall bent pointed hat, walking with a gnarled staff held upright in the right hand; the crystal held in the staff's claws glows at night. Robe colours, beard and hat are knobs and the style knob redraws him realistic, stylized, chibi or blocky; the staff sits in grip_R.
Character · Walks on 2 legs

Wizard

A 1.75 m wizard in a long robe with bell sleeves and a tall bent pointed hat, walking with a gnarled staff held upright in the right hand; the crystal held in the staff's claws glows at night. Robe colours, beard and hat are knobs and the style knob redraws him realistic, stylized, chibi or blocky; the staff sits in grip_R.

Size
0.79 × 2.4 × 1.2 m
Triangles
2,346
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

4 knobs: Style, Robe, Beard, Hat.

Specs

Size
0.79 × 2.4 × 1.2 m
width × height × depth
Triangles
2,346
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
1
crystal

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

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  wizard.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
stylechoicerealistic stylized chibi blockystylizedArt style of the whole figure: realistic (about 7 heads tall), stylized (5.5 heads, chunky game look), chibi (big head, 1.1 m) or blocky (voxel boxes). Hat, beard and staff follow the style.
robechoiceazure ember verdant ashazureRobe, hat and crystal colours: azure (blue robe, ice-blue crystal), ember (red robe, amber crystal), verdant (green robe, green crystal) or ash (grey robe, white crystal).
beardchoicelong short nonelongA long white beard down to the belt (with a gold ring), a short full beard, or clean-shaven.
hattoggleon / offtrueThe tall pointed hat with a wide brim. Off shows long grey hair.

Presets: grey wanderer {"robe":"ash","beard":"long","style":"realistic"} · fire mage {"robe":"ember","beard":"short"} · young apprentice {"robe":"verdant","beard":"none","style":"chibi"}

Files

FileWhat
wizard.glbGLB, default look · 255 KB
wizard.mjsES module, every knob live
wizard.objOBJ, static, no colour
wizard-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.