3D models that walk
Every model here has real legs and a walk cycle that works: two-bone IK solves each leg, gait groups set the rhythm for two, four, six or eight legs, and planted feet never slide past 1 mm. Take the GLB with its Walk clip, or drive it by distance in three.js.
Showing 120 of 129. See them all in the catalogue.
How it works
Walk cycles are the hard part of animated assets, and the reason Gaitkit exists. Instead of a hand-keyed loop that only looks right at one speed, each walker carries its gait as data: stride length, duty factor (how long a foot stays down), lift height and the phase of every leg. A small runtime turns distance travelled into a pose, so the creature steps in time with however far it moved.
Bipeds, quadrupeds, insects, spiders and multi-legged mechs share the same leg chain names (leg_i > hip_i > knee_i > foot_i), which makes them easy to script: plant feet on uneven ground, add a hop, or swap the body and keep the legs.
Questions
How is the walk cycle made?
It is procedural: each leg is a two-bone IK chain, and a gait description (stride, duty factor, phases) decides when each foot lifts and lands. The GLB bakes one cycle into a Walk clip.
Can the creature walk on uneven ground?
In three.js, yes: the walker runtime takes a ground function and places each foot on it. A baked GLB clip assumes flat ground.
How many legs are supported?
Two, four, six and eight legs are in the catalogue, from knights and robots to beetles, spiders and hexapod tanks.
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Guides
How to add a walking 3D creature to a three.js sceneHow to add an animated low-poly model to React Three FiberHow to import an animated low-poly GLB into Godot 4How to use an animated GLB model in UnityHow to give an AI coding agent a 3D asset library over MCPHow do procedural IK walk cycles work?How to use low-poly 3D assets in a web game