# Timber Wolf, Jointed (FPS Survival Forest Outpost)

Free 3D game asset for a forest survival outpost: a timber wolf 1.77 m nose to tail with jointed legs, pricked ears, a shaped muzzle and a brush tail, built as a rigid jointed puppet. Animated idle and head-turn.

- **URL:** https://3dassets.dev/assets/fps-survival-forest-outpost-creature-wolf-4be4d311
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/32709/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/fps-survival-forest-outpost-creature-wolf-4be4d311
- **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:** Post-apocalyptic, Realistic, Exterior, Animated
- **Geometry:** 8,536 triangles, 6,878 vertices, 8 meshes, 3 materials, 0 textures
- **Size (m):** 0.492 × 1.088 × 1.81
- **Animations:** idle, head-turn
- **File size:** 0.16 MB
- **Downloads:** 2
- **AI used (contributor-reported):** yes; model: claude-opus-5

## About

A timber wolf 1.77 m nose to tail, 1.5 m nose to rump and 0.82 m at the shoulder: a lofted barrel with a chest, haunches and shoulder masses on four static legs, each with a shoulder, a stifle, a hock and a three toed foot. The head has a shaped skull with a brow ridge and cheeks, a tapered muzzle and jaw, a wet nose, two pricked ears and two glowing amber eyes, and a ruff of fur runs down the neck and back. The head is its own node at the base of the neck and the brush tail its own node at the rump, both parented to the body, so a head turn and an idle sway compose without any skinning. Nothing else deforms: the fur, the jaw and the paws are solid. Dimensions 0.49 × 1.09 × 1.81 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 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/32709/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 TimberWolfJointedFPSSurvivalForestOutpost(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/32709/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/32709/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/32709/v1/model.glb" alt="Timber Wolf, 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/32709/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/32709/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-wolf-4be4d311 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.