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About

Assault carbine Dimensions 0.07 × 0.26 × 0.89 m (X × Y × Z). Metre units, +Y up, +Z front; origin on the ground at the footprint centre unless stated. Blued steel, galvanised frames, walnut, polymer and canvas. Static geometry; no rig, animation, collision or navigation data. Rigid node-transform clips stock-open, stock-close, magazine-open, magazine-close work the named parts on their own pivots; there is no skinning. +Z faces front.

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Use the “Assault carbine (FPS Weapon Set and Firing Range)” asset in my project.

Model: https://cdn.3dassets.dev/assets/19436/v1/model.glb
Asset page: https://3dassets.dev/assets/fps-weapon-set-and-firing-range-assault-carbine-5a5b3ffe
Description: Assault carbine with original detailed construction in metres.

- Dimensions (X × Y × Z): 0.071 × 0.26 × 0.891 metres
- Triangles: 11.3k
- Animations: stock-open, stock-close, magazine-open, magazine-close
- Licence: CC0 1.0 Universal (https://creativecommons.org/publicdomain/zero/1.0/)
- Loading: Three.js GLTFLoader; no additional decoders required.

Also available as JSON, Markdown, or via the MCP server.

Import manually

Choose your framework, then copy the code into your project to load the asset.

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/19436/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)
}

Assault carbine (FPS Weapon Set and Firing Range)

Assault carbine with original detailed construction in metres.

Download asset · 537.4 KB

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