# Pedestal Camera with an Autocue (TV Studio and Broadcast Gallery)

The same pedestal camera with an autocue on the lens: a script monitor under the barrel and a 45 degree beamsplitter glass in a hood on its bracket, carried on the camera head so it pans with the lens.

- **URL:** https://3dassets.dev/assets/tv-studio-and-broadcast-gallery-pedestal-camera-with-a-bd0ce403
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/35498/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/tv-studio-and-broadcast-gallery-pedestal-camera-with-a-bd0ce403
- **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:** Props & Furniture
- **Tags:** Modern, Realistic, Animated
- **Geometry:** 3,280 triangles, 6,856 vertices, 15 meshes, 7 materials, 0 textures
- **Size (m):** 0.982 × 1.71 × 1.176
- **Animations:** wheel-roll, pan
- **File size:** 0.12 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

The same pedestal camera with an autocue on the lens: a script monitor under the barrel and a 45 degree beamsplitter glass in a hood on its bracket, carried on the camera head so it pans with the lens. The autocue is modelled on the head rather than on its own node, so it pans with the camera instead of being left behind by it; its hood tilt is not rigged. The monitor face is a plain lit panel, not readable text. Metre units, +Y up, the camera or operator side toward +Z, resting on y=0. Named pivoted nodes: wheel-a, wheel-b, wheel-c, head. Rigid node-transform clips: wheel-roll and pan. No skinning. 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/35498/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 PedestalCameraWithAnAutocueTVStudioAndBroadcastGallery(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/35498/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/35498/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/35498/v1/model.glb" alt="Pedestal Camera with an Autocue (TV Studio and Broadcast Gallery)" 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/35498/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/35498/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/tv-studio-and-broadcast-gallery-pedestal-camera-with-a-bd0ce403 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.