Gaitkit Open the lab
Zombie, A shambling zombie about 1.75 m tall with pale skin, a tilted head, dull glowing eyes and both arms stretched out in front, shuffling along in torn, patched everyday clothes (no gore). Skin, outfit, weapon, build and art style are knobs; with a weapon the right hand drags it low from grip_R.
Character · Walks on 2 legs

Zombie

A shambling zombie about 1.75 m tall with pale skin, a tilted head, dull glowing eyes and both arms stretched out in front, shuffling along in torn, patched everyday clothes (no gore). Skin, outfit, weapon, build and art style are knobs; with a weapon the right hand drags it low from grip_R.

Size
0.93 × 1.7 × 1.1 m
Triangles
1,944
Open in the lab Walk clip inside. The download carries the knobs you set here.

Tune it

5 knobs: Style, Skin, Outfit, Weapon, Build.

Specs

Size
0.93 × 1.7 × 1.1 m
width × height × depth
Triangles
1,944
of 6,000
Draw calls
1
one vertex-colour material
Legs
2
2 gait groups
Stride
31 cm
duty factor 0.6
Foot slide
0.00 mm
limit 1 mm
Walk clip
0.767 m/s
at playback speed 1
Moving parts
7
spine · rotate, chest · rotate, neck · rotate, upperarm_L · rotate, forearm_L · rotate, upperarm_R · rotate, forearm_R · 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/zombie.mjs';
import { walker } from 'https://gaitkit.com/runtime/walk.mjs';

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

let dist = 0;
renderer.setAnimationLoop(() => {
  dist += speed * clock.getDelta();
  zombie.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 1.1 m) or blocky (voxel boxes).
skinchoicegreen grey bluegreenPale skin tint: green, grey or blue.
outfitchoicefarmer office ragsfarmerTorn clothes: farmer (red shirt, blue jeans), office (white shirt, tie, grey trousers) or rags (brown sackcloth).
weaponchoicenone pipe shovelnoneNone keeps both arms reaching forward; pipe or shovel makes the right hand drag a rusty pipe or an old shovel low in front.
buildchoiceaverage heavy slimaverageBody type: average, heavy (big and slow) or slim (gaunt).

Presets: office worker {"outfit":"office","skin":"grey"} · farmhand with shovel {"outfit":"farmer","weapon":"shovel","build":"heavy"} · chibi shambler {"style":"chibi","outfit":"rags","skin":"blue"}

Files

FileWhat
zombie.glbGLB, default look · 217 KB
zombie.mjsES module, every knob live
zombie.objOBJ, static, no colour
zombie-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.