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
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.
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);
});import { useMemo, useRef } from 'react';
import { useFrame } from '@react-three/fiber';
import { createAsset } from 'https://gaitkit.com/cdn/wizard.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Wizard({ 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 wizard.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Wizard/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 1.095 # Walk clip covers 1.095 m/s at 1x// Import wizard.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 1.095 // Walk clip covers 1.095 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": "wizard", "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 | realistic stylized chibi blocky | stylized | Art 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. |
robe | choice | azure ember verdant ash | azure | Robe, 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). |
beard | choice | long short none | long | A long white beard down to the belt (with a gold ring), a short full beard, or clean-shaven. |
hat | toggle | on / off | true | The 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
| File | What |
|---|---|
| wizard.glb | GLB, default look · 255 KB |
| wizard.mjs | ES module, every knob live |
| wizard.obj | OBJ, static, no colour |
| wizard-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.