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A seabird with named wing joints that flies over the island.

A seabird with named wing joints that flies over the island.

Drag to orbit after opening. The model starts stationary.

For your engine. The download is a standard glTF 2.0 binary (GLB) with PBR metallic-roughness materials. glTF stores materials, not lighting or tone mapping, so your engine decides how they read. This 3D view tone-maps with Review Neutral, the Khronos PBR Neutral construction with a smaller glare offset (0.015 instead of 0.04), at exposure 0.9. Its Tone mapping control also shows ACES and Linear, for comparison.

Triangles
524
Meshes
6
Materials
3
Dimensions (m)
0.85 × 0.24 × 1.97

Runtime assets

Models, textures and animations prepared for use in a scene or application.

13,139 bytes (0.01 MB)

Download runtime assets

Full Kiln assets (remixable)

Models plus Kiln source, editing metadata, materials and included revisions, so you can reopen and continue editing.

27,999 bytes (0.03 MB)

Download full kiln assets (remixable)

Runtime includes the GLB and its Kiln metadata sidecar. The editable ZIP is this final saved revision: model, exact source, editing manifest and preview. Earlier revisions are left out; the parent revision identifier is kept.

Import the editable ZIP into Kiln’s Library, or run node kiln.mjs import asset.zip in an authoring workspace. Use Kiln 1.4.0 or later.

Collection / asset / revision
project / a_d2a8786f58ec46d2ba9dd936030f9396 / r_d9dddb69593c4e8fb4cc69d542bc614a
Parent revision
r_5f9598c45a08416d80bb46b7978d19f8
Source SHA-256
b819596f2d68d0b17ea8fa6505466acd22853d5a56d4014ba99c1be6bebbcf3b
Seabird: exact saved source
const meta={name:"Tidemark coastal tern",role:"prop"};const gaitChannels=[{"node":"wing_left","axis":"x","amplitude":0.62,"phase":0},{"node":"wing_right","axis":"x","amplitude":-0.62,"phase":0},{"node":"wingtip_left","axis":"x","amplitude":0.22,"phase":-0.8},{"node":"wingtip_right","axis":"x","amplitude":-0.22,"phase":-0.8}];
function build(){
const root=createRoot(meta.name),mats={},batches={};
function mat(key,color,leaf=false){const m=gameMaterial(color,{roughness:.83,metalness:0,flatShading:false});if(leaf){m.side=THREE.DoubleSide;m.color.setHex(0xffffff);m.map=proceduralTexture({schemaVersion:2,size:64,usage:"albedo",name:"Warm layered greens",layers:[{op:"gradient",from:color,to:0x9fb76c,angleDeg:90},{op:"stripes",colorA:0x789753,colorB:0xa2b76e,count:2,opacity:.12,blend:"normal"}]});m.map.wrapS=THREE.ClampToEdgeWrapping;m.map.wrapT=THREE.ClampToEdgeWrapping;}mats[key]=m;}
function joint(name,pos,parent=root,rest=[0,0,0]){const j=createPivot(name,pos,parent);j.name=name;j.rotation.set(...rest);return j;}
function geo(k,g,pos=[0,0,0],rot=[0,0,0],scale=[1,1,1],parent=root){
const key=parent.name+"_"+k;const b=batches[key]??(batches[key]={parent,key:k,p:[],n:[],u:[],i:[]}),c=g.clone();
c.applyMatrix4(new THREE.Matrix4().compose(new THREE.Vector3(...pos),new THREE.Quaternion().setFromEuler(new THREE.Euler(...rot)),new THREE.Vector3(...scale)));
const p=c.getAttribute("position"),n=c.getAttribute("normal"),uv=c.getAttribute("uv"),off=b.p.length/3;
for(let i=0;i<p.count;i++){b.p.push(p.getX(i),p.getY(i),p.getZ(i));b.n.push(n.getX(i),n.getY(i),n.getZ(i));b.u.push(uv?uv.getX(i):0,uv?uv.getY(i):0);}
const ix=c.getIndex();for(let i=0;i<(ix?ix.count:p.count);i++)b.i.push(off+(ix?ix.getX(i):i));c.dispose();}
function ball(k,p,s,parent=root,seg=10){geo(k,sphereGeo(1,seg,6),p,[0,0,0],s,parent);}
function beam(k,a,b,r,parent=root,segments=6){const A=new THREE.Vector3(...a),B=new THREE.Vector3(...b),d=B.clone().sub(A),q=new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0,1,0),d.clone().normalize()),e=new THREE.Euler().setFromQuaternion(q);geo(k,cylinderGeo(r,r,d.length(),segments),A.add(B).multiplyScalar(.5).toArray(),[e.x,e.y,e.z],[1,1,1],parent);}
function blade(a,t,w,fold=.06,rows=3,parent=root,key="leaves"){
const d=t.map((v,i)=>v-a[i]),l=Math.hypot(d[0],d[2])||1,side=[-d[2]/l,0,d[0]/l],p=[...a],uv=[.5,0],ix=[];
for(let j=1;j<=rows;j++){const v=j/(rows+1),b=a.map((x,i)=>x+d[i]*v),width=w*Math.pow(Math.sin(Math.PI*v),.75);
p.push(...b.map((x,i)=>x+side[i]*width),b[0],b[1]+fold*Math.sin(Math.PI*v),b[2],...b.map((x,i)=>x-side[i]*width));uv.push(0,v,.5,v,1,v);
const q=1+(j-1)*3;if(j===1)ix.push(0,q,q+1,0,q+1,q+2);else{const z=q-3;ix.push(z,q,z+1,z+1,q,q+1,z+1,q+1,z+2,z+2,q+1,q+2);}}
const tip=p.length/3;p.push(...t);uv.push(.5,1);const z=1+(rows-1)*3;ix.push(z,tip,z+1,z+1,tip,z+2);geo(key,meshGeo({positions:p,indices:ix,uvs:uv}),[0,0,0],[0,0,0],[1,1,1],parent);}
function finish(){for(const b of Object.values(batches)){const part=createPart(b.key,meshGeo({positions:b.p,normals:b.n,indices:b.i,uvs:b.u}),mats[b.key],{parent:b.parent});part.name=b.key==="leaves"?"leaf_blade":b.parent.name.replace(/[^a-zA-Z0-9_-]/g,"_")+"_"+b.key;}return root;}

mat("wing",0xc2c9c3);mat("cream",0xe6e3d1);mat("dark",0x4d5a52);mats.wing.side=THREE.DoubleSide;mats.cream.side=THREE.DoubleSide;
ball("cream",[0,0,0],[.24,.10,.11],root,12);ball("cream",[.20,.06,0],[.075,.075,.07],root,10);beam("dark",[.25,.06,0],[.40,.05,0],.016,root,6);
for(const s of[-1,1]){ball("dark",[.25,.085,s*.05],[.012,.012,.012],root,8);const wing=joint(s<0?"wing_left":"wing_right",[-.02,.035,s*.075]);
blade([.07,0,0],[-.08,.045,s*.53],.19,.035,3,wing,"wing");
const tip=joint(s<0?"wingtip_left":"wingtip_right",[-.07,.04,s*.45],wing);
for(let j=0;j<5;j++)blade([.10-j*.045,0,0],[-.16-j*.025,-.025,s*(.46-j*.025)],.055,.012,2,tip,"wing");
blade([-.18,0,s*.025],[-.45,-.035,s*.10],.055,.01,2,root,"cream");}
return finish();}
// Runtime motion is owned by Holodeck behavior.gait. Parent revisions retain the GPU motion study.

Asset content is dedicated CC0-1.0. Kiln and Holodeck software keep their own licences.