# Forest Stalker, Jointed (FPS Survival Forest Outpost)

Free 3D game asset for a forest survival outpost: a 2.06 m gaunt stalker with a horned skull, a spined back, glowing red eyes and long claws, built as a rigid jointed puppet. Animated idle, head-turn and arm-swing.

- **URL:** https://3dassets.dev/assets/fps-survival-forest-outpost-creature-stalker-ec567238
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/32708/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/fps-survival-forest-outpost-creature-stalker-ec567238
- **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:** Characters & Creatures
- **Tags:** Post-apocalyptic, Realistic, Exterior, Horror, Animated
- **Geometry:** 12,016 triangles, 9,604 vertices, 16 meshes, 5 materials, 0 textures
- **Size (m):** 1.035 × 2.016 × 1.229
- **Animations:** idle, head-turn, arm-swing
- **File size:** 0.21 MB
- **Downloads:** 1
- **AI used (contributor-reported):** yes; model: claude-opus-5

## About

A gaunt stalker 2.06 m as posed and 2.16 m if it stood up, crouched 32 degrees forward on bent legs with long thin limbs. It has an elongated skull with a tapered muzzle, a split jaw of six glowing teeth, two long horns and two short ones, a pair of glowing red eyes, seven pale spines down the back over three ribbed bands, and four long claws on each hand. Motion is rigid node transforms on parented joint nodes: the pelvis carries the head and both shoulders, each shoulder carries its forearm; the claws ride the forearms and the spines ride the torso. There is no skeleton, no skin weighting and no deformation anywhere. The fingers inside the mitt, the face, the hair and the clothing are solid, and the legs are static so the feet stay planted. Dimensions 1.04 × 2.02 × 1.23 m (X × Y × Z). Metre units, +Y up, +Z front; origin on the ground at the footprint centre unless stated. Damp conifer forest realism: wet concrete and corroded corrugated steel, weathered pine, dark bark and soil, deep needle green, olive canvas, gunmetal and machined steel, with five emissive colours (amber fire, white floodlight, green status, blue screen, red warning) that also form the loot rarity ladder. Rigid node-transform clips idle, head-turn, arm-swing turn named nodes on their own pivots. No skinning, no skeleton, no skin weighting, 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/32708/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 ForestStalkerJointedFPSSurvivalForestOutpost(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/32708/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/32708/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/32708/v1/model.glb" alt="Forest Stalker, Jointed (FPS Survival Forest Outpost)" 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/32708/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/32708/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/fps-survival-forest-outpost-creature-stalker-ec567238 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.