{"data":{"id":"27663","slug":"hero-shooter-harbour-payload-item-barrier-emitter-56193297","title":"Barrier Emitter Forearm Unit (Hero Shooter Harbour Payload)","summary":"Free 3D game asset: a forearm barrier emitter with two panels that unfold from a lit core, for a hero shooter tank. Rigid node clips open and close, no skeleton.","description":"The barrier emitter Bulwark wears on the left forearm: a moulded shell around a lit emitter core, with a folding panel and light strip on each side and a wrist collar at the back. Dimensions 0.27 × 0.30 × 0.34 m (X × Y × Z). Metre units, +Y up, +Z front; origin on the ground at the footprint centre unless stated. White and terracotta plaster, sea blue, sunlit yellow and coral, with warm orange attack and cool cyan defence markings and emissive strips. Rigid node-transform clips open, close turn named gear parts on their own pivots. No skinning, no skeleton, no collision or navigation data. The shell, core and wrist collar are static; only the two panels swing.","status":"published","url":"https://3dassets.dev/assets/hero-shooter-harbour-payload-item-barrier-emitter-56193297","cdnUrl":"https://cdn.3dassets.dev/assets/27663/v1/model.glb","downloadUrl":"https://3dassets.dev/download/hero-shooter-harbour-payload-item-barrier-emitter-56193297","thumbnailUrl":"https://cdn.3dassets.dev/assets/27663/v1/thumb.webp","posterUrl":"https://cdn.3dassets.dev/assets/27663/v1/poster.webp","blurhash":"UDB;wW.800IAB:I:$$%200Rk_NV@{e-:9tD%","category":{"slug":"weapons-tools","title":"Weapons & Tools"},"tags":[{"slug":"sci-fi","title":"Sci-Fi"},{"slug":"stylized","title":"Stylized"},{"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":19172,"triangles":1128,"vertices":846,"meshes":7,"materials":4,"textures":0,"animations":["open","close"],"boundingBox":{"min":[-0.13399872050596542,-0.00000522726954664543,-0.16999328418691648],"max":[0.13399872050596542,0.29856330813360316,0.16999999798834325]},"sizeMeters":[0.268,0.299,0.34],"hasDraco":false,"hasMeshopt":false,"hasKTX2":false,"extensionsUsed":["KHR_mesh_quantization"]},"aiGenerated":true,"aiModel":"Claude Fable 5.1","downloads":0,"publishedAt":"2026-09-08T00:16:53.653Z","updatedAt":"2026-09-08T00:16:53.763Z","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/27663/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 BarrierEmitterForearmUnitHeroShooterHarbourPayload(props) {\n  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/27663/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/27663/v1/model.glb')","modelViewer":"<model-viewer src=\"https://cdn.3dassets.dev/assets/27663/v1/model.glb\" alt=\"Barrier Emitter Forearm Unit (Hero Shooter Harbour Payload)\" 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/27663/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/27663/v1/model.glb\")) await gltf.InstantiateMainSceneAsync(transform);\n// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first."}}}