{"data":{"id":"36955","slug":"sunken-city-and-underwater-ruins-doorway-frame-1292bfb7","title":"Doorway Frame (Sunken City and Underwater Ruins)","summary":"Four metre wall bay with a 1.72 by 2.3 m doorway, a carved lintel band and one timber and bronze leaf that swings on its jamb.","description":"Four metre wall bay with a 1.72 by 2.3 m doorway, a carved lintel band and one timber and bronze leaf that swings on its jamb. Dimensions 3.98 by 3.02 by 0.87 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at seabed level. Animated pivot nodes: leaf-door at (-0.86, 0.00, 0.31) m. Connectors: east (wall-4m) at (2.00, 0.00, 0.00) facing (1, 0, 0); west (wall-4m) at (-2.00, 0.00, 0.00) facing (-1, 0, 0). The leaf is the only moving part; the wall, jambs, lintel and carved band are solid. The carved band is invented ornament and not a script. Sunken city palette: weathered grey limestone and dark algae stained stone, pale silt, deep green weed, coral pink, waterlogged timber, tarnished bronze and one translucent blue emissive for glow, bubbles and light. Rigid node-transform clips: open and close. No skinning. No collision or navigation data.","status":"published","url":"https://3dassets.dev/assets/sunken-city-and-underwater-ruins-doorway-frame-1292bfb7","cdnUrl":"https://cdn.3dassets.dev/assets/36955/v1/model.glb","downloadUrl":"https://3dassets.dev/download/sunken-city-and-underwater-ruins-doorway-frame-1292bfb7","thumbnailUrl":"https://cdn.3dassets.dev/assets/36955/v1/thumb.webp","posterUrl":"https://cdn.3dassets.dev/assets/36955/v1/poster.webp","blurhash":"U8Eff]8_00My%#_NDh9F00x]Z~%1V@M{tRMx","category":{"slug":"buildings","title":"Buildings & Architecture"},"tags":[{"slug":"fantasy","title":"Fantasy"},{"slug":"low-poly","title":"Low Poly"},{"slug":"modular","title":"Modular"},{"slug":"animated","title":"Animated"},{"slug":"exterior","title":"Exterior"}],"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":32884,"triangles":600,"vertices":1800,"meshes":4,"materials":4,"textures":0,"animations":["open","close"],"boundingBox":{"min":[-1.9900000095367432,-0.00007175863340314059,-0.40999999741055315],"max":[1.9900000095367432,3.0199999809265137,0.4606427251364204]},"sizeMeters":[3.98,3.02,0.871],"hasDraco":false,"hasMeshopt":false,"hasKTX2":false,"extensionsUsed":["KHR_mesh_quantization"]},"aiGenerated":true,"aiModel":"Claude Opus 5","downloads":0,"publishedAt":"2026-09-12T04:42:58.554Z","updatedAt":"2026-09-12T04:42:58.665Z","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/36955/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 DoorwayFrameSunkenCityAndUnderwaterRuins(props) {\n  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/36955/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/36955/v1/model.glb')","modelViewer":"<model-viewer src=\"https://cdn.3dassets.dev/assets/36955/v1/model.glb\" alt=\"Doorway Frame (Sunken City and Underwater Ruins)\" 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/36955/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/36955/v1/model.glb\")) await gltf.InstantiateMainSceneAsync(transform);\n// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first."}}}