# City Cathedral (Fantasy MMO City And Townsfolk)

Buttressed limestone cathedral: a coursed ashlar nave with eight lit stained glass lancets and a tracery rose over the arched west door, a tiled nave roof, and a crossing tower with a crenellated belfry, a tiled spire on a gilded finial and a bronze bell swinging in the opening.

- **URL:** https://3dassets.dev/assets/fantasy-mmo-city-and-townsfolk-city-cathedral-260bcd65
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/32747/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/fantasy-mmo-city-and-townsfolk-city-cathedral-260bcd65
- **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:** Fantasy, Hand-painted, Exterior, Kit / Set, Animated
- **Geometry:** 68,132 triangles, 162,323 vertices, 12 meshes, 7 materials, 2 textures
- **Size (m):** 12.921 × 23.7 × 23.51
- **Animations:** open, close, bell-ring
- **File size:** 3.89 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: claude-opus-5

## About

Buttressed limestone cathedral: a coursed ashlar nave with eight lit stained glass lancets and a tracery rose over the arched west door, a tiled nave roof, and a crossing tower with a crenellated belfry, a tiled spire on a gilded finial and a bronze bell swinging in the opening. Dimensions 12.92 x 23.70 x 23.51 m (X x Y x Z). Footprint origin at ground level; metre units, +Y up, +Z front. Named pivots: door at (-1.08, 0.6, 9.7); bell at (0, 13.4, -6.8). The stained glass and rose are emissive materials, not lights. The bell rings and the west door swings; the tracery is modelled as mullion bars rather than cut openings. Rigid node-transform clips open, close, bell-ring drive named nodes on their own pivots. No skinning and no skeleton. Hand painted palette of deep warm limestone, dark terracotta roofs, ochre render, near black walnut framing, russet oak, brass and city crimson and blue, with emissive flame and arcane crystal for the lit pieces. Procedural 1024 px base colour maps, no normal or metal roughness maps. 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/32747/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 CityCathedralFantasyMMOCityAndTownsfolk(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/32747/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/32747/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/32747/v1/model.glb" alt="City Cathedral (Fantasy MMO City And Townsfolk)" 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/32747/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/32747/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/fantasy-mmo-city-and-townsfolk-city-cathedral-260bcd65 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.