# Hall Personnel Door Bay (Car Factory Production Line)

Free 3D model of a 6 m factory wall bay with a hinged personnel door and a lit exit sign, a modular industrial building panel for a car factory game asset kit.

- **URL:** https://3dassets.dev/assets/car-factory-production-line-hall-personnel-door-bay-6b40ee19
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/27848/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/car-factory-production-line-hall-personnel-door-bay-6b40ee19
- **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, Interior, Modular, Animated
- **Geometry:** 300 triangles, 685 vertices, 6 meshes, 4 materials, 0 textures
- **Size (m):** 5.6 × 8 × 0.471
- **Animations:** open, close
- **File size:** 0.02 MB
- **Downloads:** 3
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

Free 3D model of a 6 m factory wall bay with a hinged personnel door and a lit exit sign, a modular industrial building panel for a car factory game asset kit. Dimensions 5.60 by 8.00 by 0.47 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Animated pivot nodes: door-personnel at (0.53, 0.02, 0.13) m. Connectors: left (hall-bay) at (-3.00, 0.00, 0.00) facing (-1, 0, 0); right (hall-bay) at (3.00, 0.00, 0.00) facing (1, 0, 0). A 6.00 m wall bay with a 1.10 by 2.30 m single leaf door in a blue frame, a vision panel, a push bar and an emissive exit sign over the head. The leaf hinges on the right jamb and swings out of the building. Left and right ports match the plain bay. Only the leaf moves. Car plant palette: light grey epoxy floor, safety yellow, white plant steel, charcoal, safety orange, equipment blue, two gloss body colours, matt primer, skin, glass and emissive amber. Standard PBR materials with embedded procedural maps. Rigid node-transform clips: open and close. No skinning. No collision or navigation data.

## 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/27848/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 HallPersonnelDoorBayCarFactoryProductionLine(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/27848/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/27848/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/27848/v1/model.glb" alt="Hall Personnel Door Bay (Car Factory Production Line)" 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/27848/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/27848/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/car-factory-production-line-hall-personnel-door-bay-6b40ee19 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.