# City Wolf (Fantasy MMO City And Townsfolk)

Lean grey brown wolf about 1.7 m nose to tail, standing four square on shaped paws with a ruffed spine, pricked ears, a modelled muzzle and a low held brush tail. Rigid jointed hand painted fantasy MMO city creature, no skinning.

- **URL:** https://3dassets.dev/assets/fantasy-mmo-city-and-townsfolk-city-wolf-571ed42b
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/32796/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/fantasy-mmo-city-and-townsfolk-city-wolf-571ed42b
- **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:** Animals
- **Tags:** Fantasy, Hand-painted, Animated
- **Geometry:** 2,884 triangles, 7,522 vertices, 7 meshes, 1 materials, 0 textures
- **Size (m):** 0.52 × 0.99 × 2.094
- **Animations:** idle, head-turn, tail-wag
- **File size:** 0.10 MB
- **Downloads:** 2
- **AI used (contributor-reported):** yes; model: claude-opus-5

## About

Lean grey brown wolf about 1.7 m nose to tail, standing four square on shaped paws with a ruffed spine, pricked ears, a modelled muzzle and a low held brush tail. Dimensions 0.52 x 0.99 x 2.09 m (X x Y x Z). Footprint origin at ground level; metre units, +Y up, +Z front. Named pivots: torso at (0, 0.62, 0); head at (0, 0.62, 0.56); paw-fl at (-0.16, 0.44, 0.34); paw-bl at (-0.16, 0.44, -0.34); paw-fr at (0.16, 0.44, 0.34); paw-br at (0.16, 0.44, -0.34); tail at (0, 0.62, -0.52). Rigid node transforms only, with no skeleton and no skin weighting: the body, head, four legs and tail are solid nodes on real pivots, the legs parented to the body. The head turns, the tail wags and the body sways; the jaw, ears and fur are static. Rigid node-transform clips idle, head-turn, tail-wag 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/32796/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 CityWolfFantasyMMOCityAndTownsfolk(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/32796/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/32796/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/32796/v1/model.glb" alt="City Wolf (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/32796/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/32796/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-wolf-571ed42b · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.