
About
Original weathered survival cabinet. Nominal envelope 1m wide, 1.7m high, 0.6m deep; applied framing, handles or rails can extend beyond this. Construction: form cabinet; shape lockers; shelves 3. Metres, +Y up, +Z front; grounded at y=0. Centred footprint. Door/hatch and cabinetry leaves use named local pivots when present. Static geometry only: no rig, animation, collision, physics or gameplay. Empty storage shells are intentionally lootable. CC0; AI-generated geometry.
Use with an AI agent
Copy this prompt into your AI chat, then describe what you want to build with the asset.
Use the “Village Maintenance Locker (Rural Scavenging Settlements)” asset in my project. Model: https://cdn.3dassets.dev/assets/10334/v1/model.glb Asset page: https://3dassets.dev/assets/rural-scavenging-settlements-village-maintenance-locke-b7c72f48 Description: Village Maintenance Locker: 1 × 1.7 × 0.6 m nominal survival cabinet assembly. - Dimensions (X × Y × Z): 1 × 1.7 × 0.68 metres - Triangles: 244 - Animations: open, 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/10334/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)
}Village Maintenance Locker (Rural Scavenging Settlements)
Village Maintenance Locker: 1 × 1.7 × 0.6 m nominal survival cabinet assembly.