# Outfield Wall Corner (Baseball Park and Batting Cages)

The right angle return for the outfield wall: two padded arms meeting in the corner where the wall turns up the foul line, on the same ports and section as the straight bay.

- **URL:** https://3dassets.dev/assets/baseball-park-and-batting-cages-outfield-wall-corner-d65b2176
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/33750/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/baseball-park-and-batting-cages-outfield-wall-corner-d65b2176
- **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:** Buildings & Architecture
- **Tags:** Modern, Stylized, Modular, Exterior
- **Geometry:** 144 triangles, 432 vertices, 3 meshes, 3 materials, 0 textures
- **Size (m):** 2.56 × 2.56 × 2.36
- **Animations:** none
- **File size:** 0.01 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

The right angle return for the outfield wall: two padded arms meeting in the corner where the wall turns up the foul line, on the same ports and section as the straight bay. Dimensions 2.56 by 2.56 by 2.36 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Connectors: right (wall) at (2.00, 0.00, 0.00) facing (1, 0, 0); front (wall) at (0.00, 0.00, 2.00) facing (0, 0, 1). Origin on the outside corner, the padded arms toward positive X and positive Z. The `right` port takes the run along X and the `front` port the run along Z, so two corners and two runs close a whole outfield. Baseline low-poly palette: infield clay, outfield green, chalk white, club navy, red, charcoal, steel and ash timber. Static geometry; no rig, animation, collision or navigation data. Functional variant of outfield-wall-panel, with its difference modelled rather than animated.

## Use with three.js

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

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/33750/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function OutfieldWallCornerBaseballParkAndBattingCages(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/33750/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/33750/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/33750/v1/model.glb" alt="Outfield Wall Corner (Baseball Park and Batting Cages)" 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/33750/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/33750/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/baseball-park-and-batting-cages-outfield-wall-corner-d65b2176 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.