# Tracked bulldozer with raising and angling blade (Demolition and Site Clearance)

Twenty tonne tracked bulldozer 6.2 m long: an orange body with a glazed cab and a ribbed engine hood, a straight moldboard 3.8 m wide on push arms that raise, a moldboard that angles on its centre ball, a three shank ripper at the back and modelled crawler tracks.

- **URL:** https://3dassets.dev/assets/demolition-and-site-clearance-demolition-and-site-clea-b80ffe3a
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/35685/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/demolition-and-site-clearance-demolition-and-site-clea-b80ffe3a
- **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:** 2,248 triangles, 5,157 vertices, 8 meshes, 7 materials, 0 textures
- **Size (m):** 3.86 × 3.09 × 5.45
- **Animations:** blade-open, blade-close, angle-open, angle-close
- **File size:** 0.10 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Twenty tonne tracked bulldozer 6.2 m long: an orange body with a glazed cab and a ribbed engine hood, a straight moldboard 3.8 m wide on push arms that raise, a moldboard that angles on its centre ball, a three shank ripper at the back and modelled crawler tracks. Free 3D model for demolition, site clearance and construction game scenes in Unity, Godot, Unreal, three.js and Blender. Overall 3.86 by 3.09 by 5.45 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 moldboard hangs off the push arms as a parented node, so raising the blade carries the moldboard with it and the angle clip turns the moldboard alone. Rigid node-transform clips: blade-open, blade-close, angle-open and angle-close. No skinning. The track belts, idlers, sprockets and rollers are modelled solid and never drive, because a track is a flexible loop and no rigid node transform can move one. The lift and tilt rams are solid stubs that never extend, the ripper shanks are fixed in the raised carry position and the winch and drawbar do not move. 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/35685/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 TrackedBulldozerWithRaisingAndAnglingBladeDemolitionAndSiteClearance(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/35685/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/35685/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/35685/v1/model.glb" alt="Tracked bulldozer with raising and angling blade (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/35685/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/35685/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-b80ffe3a · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.