{"data":{"id":"32699","slug":"fps-survival-forest-outpost-figure-survivor-scavenger-2d14537c","title":"Survivor Scavenger, Jointed (FPS Survival Forest Outpost)","summary":"Free 3D game asset for a forest survival outpost: a 1.78 m survivor scavenger in a layered canvas coat with webbing, a pack and a carbine, built as a rigid jointed puppet. Animated idle, head-turn, arm-swing and weapon-raise.","description":"A survivor scavenger 1.78 m tall in a layered canvas coat with a storm flap, two flapped chest pockets, a skirt with a thickened hem and a webbing belt of three pouches, a soft cap, a framed shoulder pack with straps, and a carbine carried across his front in the right hand. The face is modelled: brow, nose, cheekbones, jaw, ears, eyes and mouth. Motion is rigid node transforms on parented joint nodes: the pelvis carries the head and both shoulders, each shoulder carries its forearm, and the right forearm carries the weapon. There is no skeleton, no skin weighting and no deformation anywhere. The fingers inside the mitt, the face, the hair and the clothing are solid, and the legs are static so the feet stay planted. Dimensions 0.63 × 1.74 × 1.16 m (X × Y × Z). Metre units, +Y up, +Z front; origin on the ground at the footprint centre unless stated. Damp conifer forest realism: wet concrete and corroded corrugated steel, weathered pine, dark bark and soil, deep needle green, olive canvas, gunmetal and machined steel, with five emissive colours (amber fire, white floodlight, green status, blue screen, red warning) that also form the loot rarity ladder. Rigid node-transform clips idle, head-turn, arm-swing, weapon-raise turn named nodes on their own pivots. No skinning, no skeleton, no skin weighting, no collision or navigation data.","status":"published","url":"https://3dassets.dev/assets/fps-survival-forest-outpost-figure-survivor-scavenger-2d14537c","cdnUrl":"https://cdn.3dassets.dev/assets/32699/v1/model.glb","downloadUrl":"https://3dassets.dev/download/fps-survival-forest-outpost-figure-survivor-scavenger-2d14537c","thumbnailUrl":"https://cdn.3dassets.dev/assets/32699/v1/thumb.webp","posterUrl":"https://cdn.3dassets.dev/assets/32699/v1/poster.webp","blurhash":"U25}gRIV00?Z~oaL4pbt0Moy?GRk9HNt%K-V","category":{"slug":"characters","title":"Characters & Creatures"},"tags":[{"slug":"post-apocalyptic","title":"Post-apocalyptic"},{"slug":"realistic","title":"Realistic"},{"slug":"exterior","title":"Exterior"},{"slug":"animated","title":"Animated"}],"license":{"slug":"cc0-1.0","name":"CC0 1.0 Universal","url":"https://creativecommons.org/publicdomain/zero/1.0/","attributionRequired":false},"contributor":{"username":"3dassets","name":"3D Assets","url":"https://3dassets.dev/u/3dassets"},"stats":{"fileSize":294864,"triangles":15776,"vertices":12587,"meshes":16,"materials":4,"textures":0,"animations":["idle","head-turn","arm-swing","weapon-raise"],"boundingBox":{"min":[-0.31536909178552414,8.780534359043024e-7,-0.5775901240376113],"max":[0.31537687857564534,1.74032976840727,0.5775874218371593]},"sizeMeters":[0.631,1.74,1.155],"hasDraco":false,"hasMeshopt":false,"hasKTX2":false,"extensionsUsed":["KHR_mesh_quantization"]},"aiGenerated":true,"aiModel":"claude-opus-5","downloads":2,"publishedAt":"2026-09-08T12:54:34.009Z","updatedAt":"2026-09-08T16:15:20.469Z","usage":{"threejs":"import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'\nimport { AnimationMixer } from 'three'\n\nlet mixer\n\nconst loader = new GLTFLoader()\nloader.load('https://cdn.3dassets.dev/assets/32699/v1/model.glb', (gltf) => {\n  scene.add(gltf.scene)\n  mixer = new AnimationMixer(gltf.scene)\n  mixer.clipAction(gltf.animations[0]).play()\n})\n\n// Call from your render loop; deltaSeconds is time since the previous frame.\nfunction updateAssetAnimation(deltaSeconds) {\n  mixer?.update(deltaSeconds)\n}","r3f":"import { useGLTF, useAnimations } from '@react-three/drei'\nimport { useEffect } from 'react'\n\nexport function SurvivorScavengerJointedFPSSurvivalForestOutpost(props) {\n  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/32699/v1/model.glb')\n  const { actions, names } = useAnimations(animations, scene)\n  useEffect(() => {\n    const action = actions[names[0]]\n    action?.reset().play()\n    return () => { action?.stop() }\n  }, [actions, names])\n  return <primitive object={scene} {...props} />\n}\nuseGLTF.preload('https://cdn.3dassets.dev/assets/32699/v1/model.glb')","modelViewer":"<model-viewer src=\"https://cdn.3dassets.dev/assets/32699/v1/model.glb\" alt=\"Survivor Scavenger, Jointed (FPS Survival Forest Outpost)\" camera-controls auto-rotate autoplay></model-viewer>","blender":"# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.\nimport bpy\nbpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/32699/v1/model.glb\n# Metres and +Y up are converted to Blender's Z-up scene automatically.\n# Clips arrive as actions; play them from the Dope Sheet > Action Editor.","godot":"# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.\nvar packed := load(\"res://models/model.glb\") as PackedScene\nvar model := packed.instantiate()\nadd_child(model)\nvar player := model.find_child(\"AnimationPlayer\", true, false) as AnimationPlayer\nplayer.play(player.get_animation_list()[0])","unity":"// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,\n// or load it at runtime straight from the CDN:\nusing GLTFast;\nvar gltf = new GltfImport();\nif (await gltf.Load(\"https://cdn.3dassets.dev/assets/32699/v1/model.glb\")) await gltf.InstantiateMainSceneAsync(transform);\n// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first."}}}