# City Town Hall (Fantasy MMO City And Townsfolk)

Ashlar town hall behind a two column entrance porch on nosed steps, with lit council windows, a quoined clock tower carrying a moulded dial and gilded hands under a tiled spire, and the city banners at first floor level. Hand painted fantasy MMO city and RPG game asset.

- **URL:** https://3dassets.dev/assets/fantasy-mmo-city-and-townsfolk-city-town-hall-402750dc
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/32749/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/fantasy-mmo-city-and-townsfolk-city-town-hall-402750dc
- **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:** 52,008 triangles, 127,210 vertices, 16 meshes, 9 materials, 2 textures
- **Size (m):** 13.63 × 18.3 × 12.62
- **Animations:** open, close, hands-spin, banner-sway
- **File size:** 2.67 MB
- **Downloads:** 2
- **AI used (contributor-reported):** yes; model: claude-opus-5

## About

Ashlar town hall behind a two column entrance porch on nosed steps, with lit council windows, a quoined clock tower carrying a moulded dial and gilded hands under a tiled spire, and the city banners at first floor level. Dimensions 13.63 x 18.30 x 12.62 m (X x Y x Z). Footprint origin at ground level; metre units, +Y up, +Z front. Named pivots: door at (0.88, 0.4, 4.03); hands at (0, 10.4, 2.68); banner-hall at (-4, 5.6, 4.41); banner-hall2 at (4, 5.6, 4.41). The hands turn as one node, the door swings and the two banners sway; the clock movement itself is not modelled. Rigid node-transform clips open, close, hands-spin, banner-sway 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/32749/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 CityTownHallFantasyMMOCityAndTownsfolk(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/32749/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/32749/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/32749/v1/model.glb" alt="City Town Hall (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/32749/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/32749/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-town-hall-402750dc · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.