# Rider airborne off a natural lip (Backcountry Snowboarding and Avalanche Safety)

Snowboarder in the air off a natural snow lip, knees tucked, front hand grabbing the heel edge between the bindings.

- **URL:** https://3dassets.dev/assets/backcountry-snowboarding-and-avalanche-safety-rider-ai-84c4c605
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/12122/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/backcountry-snowboarding-and-avalanche-safety-rider-ai-84c4c605
- **Licence:** CC0 1.0 Universal: https://creativecommons.org/publicdomain/zero/1.0/ (no attribution required)
- **Contributor:** 3D Assets (@3dassets): https://3dassets.dev/u/3dassets
- **Category:** Characters & Creatures
- **Tags:** Modern, Stylized, Exterior
- **Geometry:** 5,088 triangles, 15,264 vertices, 5 meshes, 5 materials, 0 textures
- **Size (m):** 1.537 × 1.179 × 0.848
- **Animations:** none
- **File size:** 0.24 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

A rider committed to a natural feature, not a built jump: legs pulled up under the body, the board tilted and held by the front hand on the heel edge between the bindings, the back arm raised. The tail is the lowest point of the model so the figure sits nose high and reads as airborne. Place it above a lip or a landing in a scene.

Bounding size 1.54 x 1.18 x 0.85 m (X x Y x Z), metre units, +Y up, +Z forward, resting on y=0.

Board, bindings and body are one static assembly; no named pivot nodes.

Static geometry; no rig, collision or navigation data.

## Use with three.js

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/12122/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

```jsx
import { useGLTF } from '@react-three/drei'

export function RiderAirborneOffANaturalLipBackcountrySnowboardingAndAvalancheSafety(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/12122/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/12122/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/12122/v1/model.glb" alt="Rider airborne off a natural lip (Backcountry Snowboarding and Avalanche Safety)" camera-controls auto-rotate></model-viewer>
```

## Blender

```python
# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.
import bpy
bpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/12122/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
```

## Godot

```gdscript
# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.
var packed := load("res://models/model.glb") as PackedScene
var model := packed.instantiate()
add_child(model)
```

## Unity

```csharp
// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,
// or load it at runtime straight from the CDN:
using GLTFast;
var gltf = new GltfImport();
if (await gltf.Load("https://cdn.3dassets.dev/assets/12122/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/backcountry-snowboarding-and-avalanche-safety-rider-ai-84c4c605 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.