# Town Hall (Medieval MMO Starter Realm)

Two storey town hall with a stone ground floor, a timber framed upper storey, a porch on two piers, hanging banners and a gilded clock with turning hands in the gable. Low poly medieval fantasy MMO and RPG game asset.

- **URL:** https://3dassets.dev/assets/medieval-mmo-starter-realm-town-hall-ac34bb40
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/28771/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/medieval-mmo-starter-realm-town-hall-ac34bb40
- **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:** Buildings & Architecture
- **Tags:** Medieval, Low Poly, Exterior, Kit / Set, Animated
- **Geometry:** 5,548 triangles, 14,756 vertices, 13 meshes, 9 materials, 0 textures
- **Size (m):** 9 × 9.1 × 8.279
- **Animations:** open, close, hands-spin, banner-sway
- **File size:** 0.27 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

Two storey town hall with a stone ground floor, a timber framed upper storey, a porch on two piers, hanging banners and a gilded clock with turning hands in the gable. Dimensions 9.00 x 9.10 x 8.28 m (X x Y x Z). Footprint origin at ground level; metre units, +Y up, +Z front. Named pivots: door at (-0.73, 0.5, 3.58); hands at (0, 7.72, 3.46); banner at (-3, 6.4, 3.62). The clock hands turn as one node, one banner swings and the door opens; everything else is fixed. Rigid node-transform clips open, close, hands-spin, banner-sway drive named nodes on their own pivots. No skinning and no skeleton. Flat low poly palette of grey stone, cream plaster, dark timber, thatch gold, slate, meadow green, teal water and banner red and blue. One flat colour per material, no textures. 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/28771/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 TownHallMedievalMMOStarterRealm(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/28771/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/28771/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/28771/v1/model.glb" alt="Town Hall (Medieval MMO Starter Realm)" 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/28771/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/28771/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/medieval-mmo-starter-realm-town-hall-ac34bb40 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.