# High reach demolition excavator (Demolition and Site Clearance)

High reach demolition machine 14 m tall on a widened tracked base: a yellow house with a tilting guarded cab and screens, a three piece boom standing up to the top of a building and a pulveriser jaw head parented to it, the machine that takes a structure down floor by floor.

- **URL:** https://3dassets.dev/assets/demolition-and-site-clearance-demolition-and-site-clea-2f21f1bf
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/35688/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/demolition-and-site-clearance-demolition-and-site-clea-2f21f1bf
- **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:** Vehicles
- **Tags:** Modern, Realistic, Animated, Exterior
- **Geometry:** 2,452 triangles, 5,613 vertices, 9 meshes, 7 materials, 0 textures
- **Size (m):** 4.2 × 13.6 × 7.836
- **Animations:** open, close
- **File size:** 0.11 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

High reach demolition machine 14 m tall on a widened tracked base: a yellow house with a tilting guarded cab and screens, a three piece boom standing up to the top of a building and a pulveriser jaw head parented to it, the machine that takes a structure down floor by floor. Free 3D model for demolition, site clearance and construction game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 4.20 by 13.60 by 7.84 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 pulveriser head hangs off the boom as a parented node, so raising the boom carries the head with it. Rigid node-transform clips: open and close. No skinning. The jaws never close and the cab never tilts: both are separate hydraulic circuits and neither is reachable with one rigid node transform on this node. The track belts, the outrigger pads, the rams and the guarding are modelled solid. No plant manufacturer name, badge or model number appears anywhere. No plant manufacturer, demolition contractor or equipment brand name, badge or artwork anywhere: every livery is invented and every sign face and plate 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/35688/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 HighReachDemolitionExcavatorDemolitionAndSiteClearance(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/35688/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/35688/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/35688/v1/model.glb" alt="High reach demolition excavator (Demolition and Site Clearance)" 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/35688/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/35688/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/demolition-and-site-clearance-demolition-and-site-clea-2f21f1bf · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.