# Exit stair core (Car Park and Road Vehicle Fleet)

A car park exit stair core: a concrete shaft with a capping slab, a steel door frame, a single leaf fire door on its own hinge and a lit exit sign over it. Car park structure piece.

- **URL:** https://3dassets.dev/assets/car-park-and-road-vehicle-fleet-exit-stair-core-d4a3203b
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/32557/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/car-park-and-road-vehicle-fleet-exit-stair-core-d4a3203b
- **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, Interior, Animated
- **Geometry:** 84 triangles, 196 vertices, 6 meshes, 6 materials, 1 textures
- **Size (m):** 3.56 × 3.46 × 3.26
- **Animations:** open, close
- **File size:** 0.19 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: claude-opus-5

## About

A car park exit stair core: a concrete shaft with a capping slab, a steel door frame, a single leaf fire door on its own hinge and a lit exit sign over it. Dimensions 3.56 x 3.46 x 3.26 m (X x Y x Z). Footprint origin at ground level; metre units, +Y up, +Z forward, wheel axles along X. Named pivots: stair-door at (-0.5, 1.05, 1.56). The stair flights inside are not modelled; the core is a solid shell with an opening door. Rigid node-transform clips open, close drive named nodes on their own pivots. No skinning and no skeleton. Original generic design: no manufacturer, model, badge, grille signature or wheel design is referenced and every number plate is blank. Realistic road palette of silver, deep blue, signal red, fleet white and graphite paint over dark rubber and plastic trim, tinted glazing, bright alloy, structural steel, grey cabin cloth and poured concrete, with emissive white, red, amber, blue and green lamp surfaces. Free 3D model for Unity, Godot, Unreal, three.js and Blender. 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/32557/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 ExitStairCoreCarParkAndRoadVehicleFleet(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/32557/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/32557/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/32557/v1/model.glb" alt="Exit stair core (Car Park and Road Vehicle Fleet)" 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/32557/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/32557/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-park-and-road-vehicle-fleet-exit-stair-core-d4a3203b · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.