# Splitboarder skinning uphill (Backcountry Snowboarding and Avalanche Safety)

Touring splitboarder mid stride on two split halves with skins fitted, poles planted, pack loaded for the day.

- **URL:** https://3dassets.dev/assets/backcountry-snowboarding-and-avalanche-safety-splitboa-60021f35
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/18917/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/backcountry-snowboarding-and-avalanche-safety-splitboa-60021f35
- **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:** 4,492 triangles, 13,476 vertices, 5 meshes, 5 materials, 0 textures
- **Size (m):** 1.01 × 1.757 × 1.843
- **Animations:** none
- **File size:** 0.21 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

The uphill half of the day: the board is split into two halves used as skis, climbing skins on the bases, the boots held at the toe on touring pucks so the heels are free. One leg is striding forward, the other trails, and a pole is planted on each side. A loaded touring pack sits on the back.

Bounding size 1.01 x 1.76 x 1.84 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/18917/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function SplitboarderSkinningUphillBackcountrySnowboardingAndAvalancheSafety(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/18917/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/18917/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/18917/v1/model.glb" alt="Splitboarder skinning uphill (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/18917/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/18917/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/backcountry-snowboarding-and-avalanche-safety-splitboa-60021f35 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.