# Kennel bay module with sleeping platform, 1.5 m (Boarding Kennels and Cattery)

Boarding kennel bay 1.5 m wide, 2 m deep and 2.1 m to the roof: a block dividing wall with a stainless kick sheet, a back wall with a hinged pop hatch through to the outdoor run, a raised sleeping platform with a blue pad, a bed shelf on brackets and an orange threshold.

- **URL:** https://3dassets.dev/assets/boarding-kennels-and-cattery-boarding-kennels-and-catt-d729053e
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/35528/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/boarding-kennels-and-cattery-boarding-kennels-and-catt-d729053e
- **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, Modular, Animated, Interior
- **Geometry:** 324 triangles, 754 vertices, 8 meshes, 6 materials, 0 textures
- **Size (m):** 1.515 × 2.17 × 2
- **Animations:** open, close
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Boarding kennel bay 1.5 m wide, 2 m deep and 2.1 m to the roof: a block dividing wall with a stainless kick sheet, a back wall with a hinged pop hatch through to the outdoor run, a raised sleeping platform with a blue pad, a bed shelf on brackets and an orange threshold. Free 3D model for boarding kennels, cattery, animal rescue and veterinary game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 1.51 by 2.17 by 2.00 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 module carries the dividing wall on its left edge and nothing at its right, so a run of bays repeats with one wall between each pair and the right hand end is capped with the standalone dividing wall panel. The gate is a separate model that stands in the opening. Rigid node-transform clips: open and close. No skinning. The walls, the roof, the platform, the pad and the bed shelf are modelled solid; only the pop hatch through to the run swings, on its head hinge. 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/35528/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 KennelBayModuleWithSleepingPlatform15MBoardingKennelsAndCattery(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/35528/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/35528/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/35528/v1/model.glb" alt="Kennel bay module with sleeping platform, 1.5 m (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/35528/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/35528/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-d729053e · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.