# Attacker Assault Rifle (Tactical Shooter Hill Town)

Free 3D model of a attacker assault rifle for a tactical FPS game, an invented archetype with working named parts. Measures 0.06 by 0.33 by 0.87 m.

- **URL:** https://3dassets.dev/assets/tactical-shooter-hill-town-attacker-assault-rifle-b84190ac
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/27550/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/tactical-shooter-hill-town-attacker-assault-rifle-b84190ac
- **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, Animated
- **Geometry:** 4,008 triangles, 3,893 vertices, 5 meshes, 3 materials, 0 textures
- **Size (m):** 0.056 × 0.325 × 0.872
- **Animations:** open, close
- **File size:** 0.09 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

Attacking team assault rifle with a mid length barrel, a long slotted handguard, a curved magazine and a full top rail. Dimensions 0.06 by 0.33 by 0.87 m (X by Y by Z). Metre units, +Y up, +Z front; the origin sits on the ground at the footprint centre unless stated otherwise. Lime plaster, terracotta tile, grey limestone, oiled timber, blued iron, bright steel, teal-grey and sand-olive cloth. Rigid node-transform clips open, close drive the named parts on their own pivots. There is no skinning and no skeleton; every other surface is static. Original invented archetype: it carries no maker, model or product name, and no markings, logos or lettering. The bore is a modelled recess and fires nothing; there is no muzzle flash, projectile, recoil or damage 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/27550/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 AttackerAssaultRifleTacticalShooterHillTown(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/27550/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/27550/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/27550/v1/model.glb" alt="Attacker Assault Rifle (Tactical Shooter Hill Town)" 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/27550/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/27550/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/tactical-shooter-hill-town-attacker-assault-rifle-b84190ac · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.