Wolf
An 80 cm-tall grey wolf, about 1.4 m nose to rump, with a darker saddle, pale mask, neck ruff and a bushy tail. Walks with a real lateral-sequence gait on IK legs: wrists bend forward, hocks bend back, paws stay planted, the head nods and the tail sways.
- Size
- 0.31 × 0.99 × 1.6 m
- Triangles
- 2,148
- Kit
- Wildlife
Tune it
4 knobs: Coat, Ruff, Tail, Size.
Specs
- Size
- 0.31 × 0.99 × 1.6 m width × height × depth
- Triangles
- 2,148 of 6,000
- Draw calls
- 1 one vertex-colour material
- Legs
- 4 2 gait groups
- Stride
- 32 cm duty factor 0.7
- Foot slide
- 0.00 mm limit 1 mm
- Walk clip
- 0.8 m/s at playback speed 1
- Moving parts
- 2 neck · rotate, tail · rotate
- Knobs
- 4 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.
import { createAsset } from 'https://gaitkit.com/cdn/wolf.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
const wolf = createAsset();
scene.add(wolf); // rests on y = 0, front faces +Z
const gait = walker(wolf, { ground: (x, z) => terrainHeight(x, z) }); // or omit ground for a flat floor
let dist = 0;
renderer.setAnimationLoop(() => {
dist += speed * clock.getDelta();
wolf.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/wolf.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';
export function Wolf({ 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 wolf.glb (download below). It carries an in-place "Walk" animation.
@onready var anim: AnimationPlayer = $Wolf/AnimationPlayer
func _physics_process(delta):
velocity = transform.basis.z * speed
move_and_slide()
anim.play("Walk")
anim.speed_scale = speed / 0.8 # Walk clip covers 0.8 m/s at 1x// Import wolf.glb with glTFast (com.unity.cloud.gltfast).
animator.Play("Walk");
animator.speed = speed / 0.8 // Walk clip covers 0.8 m/s at 1xUse the gaitkit MCP server: get_variant({ "id": "wolf", "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 |
|---|---|---|---|---|
coat | choice | grey timber arctic black | grey | Fur colour: grey (classic grey wolf with dark saddle), timber (brown-tan), arctic (near-white tundra wolf), black (dark phase). |
ruff | range | 0 to 1, step 0.1 | 0.6 | How thick the shaggy neck ruff and cheek fur are: 0 is a sleek summer coat, 1 a full winter mane. |
tail | choice | low level high | low | Tail carriage: low (relaxed, hanging), level (alert, hunting), high (dominant, raised). |
size | range | 0.45 to 1.25, step 0.05 | 1 | Uniform scale. 1 is about 80 cm at the shoulder; 0.5 reads as a pup or a coyote-sized canid. |
Presets: arctic wolf {"coat":"arctic","ruff":1} · alpha {"coat":"black","tail":"high","size":1.15} · pup {"coat":"timber","ruff":0,"size":0.5}
Files
| File | What |
|---|---|
| wolf.glb | GLB, default look · 285 KB |
| wolf.mjs | ES module, every knob live |
| wolf.obj | OBJ, static, no colour |
| wolf-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.