# Pump shotgun (FPS Weapon Set and Firing Range)

Pump shotgun with original detailed static construction in metres.

- **URL:** https://3dassets.dev/assets/fps-weapon-set-and-firing-range-pump-shotgun-e3766835
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/5234/v2/model.glb
- **Download (counted):** https://3dassets.dev/download/fps-weapon-set-and-firing-range-pump-shotgun-e3766835
- **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:** Weapons & Tools
- **Tags:** Modern, Realistic, Modular
- **Geometry:** 9,984 triangles, 29,952 vertices, 7 meshes, 6 materials, 1 textures
- **Size (m):** 0.066 × 0.208 × 1.061
- **Animations:** open, close
- **File size:** 0.47 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: GPT-6 via Codex; Claude Fable 5.1 recovered brief and geometry kit

## About

Pump shotgun Dimensions 0.07 × 0.21 × 1.06 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. Static visual asset only; no working mechanism. +Z faces front. Named parts have pivots.

## 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/5234/v2/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 PumpShotgunFPSWeaponSetAndFiringRange(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/5234/v2/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/5234/v2/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/5234/v2/model.glb" alt="Pump shotgun (FPS Weapon Set and Firing Range)" 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/5234/v2/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/5234/v2/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-weapon-set-and-firing-range-pump-shotgun-e3766835 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.