# Kennel gate with latch (Boarding Kennels and Cattery)

Galvanised mesh kennel gate 1.32 m wide and 1.75 m tall: a welded frame with a mid rail and mesh infill, a blue kick panel across the bottom, two hinges on a steel stile post and a charcoal drop latch with a thumb lever, swinging out into the corridor.

- **URL:** https://3dassets.dev/assets/boarding-kennels-and-cattery-boarding-kennels-and-catt-bf46e8b1
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/35535/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/boarding-kennels-and-cattery-boarding-kennels-and-catt-bf46e8b1
- **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, Realistic, Animated, Interior
- **Geometry:** 376 triangles, 867 vertices, 5 meshes, 3 materials, 0 textures
- **Size (m):** 1.365 × 1.82 × 0.175
- **Animations:** open, close
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Galvanised mesh kennel gate 1.32 m wide and 1.75 m tall: a welded frame with a mid rail and mesh infill, a blue kick panel across the bottom, two hinges on a steel stile post and a charcoal drop latch with a thumb lever, swinging out into the corridor. Free 3D model for boarding kennels, cattery, animal rescue and veterinary game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 1.36 by 1.82 by 0.17 m (X by Y by Z). Metre units, +Y up, the working face toward +Z, resting on y=0 with the origin on the footprint. The origin is the centre of the gate's footprint, so it stands in the opening of a kennel bay module with the stile post against the left jamb. Rigid node-transform clips: open and close. No skinning. The welded mesh infill, the hinges and the latch keep are modelled solid; only the leaf swings, about the stile post. No animals are modelled in this pack: the catalogue's own cat, dog and pet packs supply those, and this is the facility that houses them. No kennel, cattery, charity or pet brand names, badges or artwork anywhere: every card, label and sign is blank.

## Use with three.js

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

let mixer

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/35535/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
  mixer = new AnimationMixer(gltf.scene)
  mixer.clipAction(gltf.animations[0]).play()
})

// Call from your render loop; deltaSeconds is time since the previous frame.
function updateAssetAnimation(deltaSeconds) {
  mixer?.update(deltaSeconds)
}
```

## React Three Fiber

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

export function KennelGateWithLatchBoardingKennelsAndCattery(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/35535/v1/model.glb')
  const { actions, names } = useAnimations(animations, scene)
  useEffect(() => {
    const action = actions[names[0]]
    action?.reset().play()
    return () => { action?.stop() }
  }, [actions, names])
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/35535/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/35535/v1/model.glb" alt="Kennel gate with latch (Boarding Kennels and Cattery)" camera-controls auto-rotate autoplay></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/35535/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
# Clips arrive as actions; play them from the Dope Sheet > Action Editor.
```

## 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)
var player := model.find_child("AnimationPlayer", true, false) as AnimationPlayer
player.play(player.get_animation_list()[0])
```

## 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/35535/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first.
```

---
JSON: https://3dassets.dev/api/v1/assets/boarding-kennels-and-cattery-boarding-kennels-and-catt-bf46e8b1 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.