Runtime assets
Models, textures and animations prepared for use in a scene or application.
14,042 bytes (0.01 MB)
Download runtime assetsA crab with named leg joints for Holodeck’s gait module.

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.
Models, textures and animations prepared for use in a scene or application.
14,042 bytes (0.01 MB)
Download runtime assetsModels plus Kiln source, editing metadata, materials and included revisions, so you can reopen and continue editing.
40,286 bytes (0.04 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.
const meta={name:"Tidemark articulated shore crab",role:"prop"};const gaitChannels=[{"node":"leg_0_0","axis":"y","amplitude":0.18,"phase":0},{"node":"leg_0_0","axis":"x","amplitude":-0.06,"phase":-1.5707963267948966},{"node":"leg_0_1","axis":"y","amplitude":0.18,"phase":3.141592653589793},{"node":"leg_0_1","axis":"x","amplitude":-0.06,"phase":1.5707963267948966},{"node":"leg_0_2","axis":"y","amplitude":0.18,"phase":0},{"node":"leg_0_2","axis":"x","amplitude":-0.06,"phase":-1.5707963267948966},{"node":"leg_0_3","axis":"y","amplitude":0.18,"phase":3.141592653589793},{"node":"leg_0_3","axis":"x","amplitude":-0.06,"phase":1.5707963267948966},{"node":"leg_1_0","axis":"y","amplitude":0.18,"phase":3.141592653589793},{"node":"leg_1_0","axis":"x","amplitude":0.06,"phase":1.5707963267948966},{"node":"leg_1_1","axis":"y","amplitude":0.18,"phase":0},{"node":"leg_1_1","axis":"x","amplitude":0.06,"phase":-1.5707963267948966},{"node":"leg_1_2","axis":"y","amplitude":0.18,"phase":3.141592653589793},{"node":"leg_1_2","axis":"x","amplitude":0.06,"phase":1.5707963267948966},{"node":"leg_1_3","axis":"y","amplitude":0.18,"phase":0},{"node":"leg_1_3","axis":"x","amplitude":0.06,"phase":-1.5707963267948966},{"node":"claw_left","axis":"z","amplitude":0.1,"phase":0},{"node":"claw_right","axis":"z","amplitude":0.1,"phase":3.141592653589793}];
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("shell",0xb48b59);mat("dark",0x4c513c);
ball("shell",[0,.15,0],[.18,.09,.16],root,12);
for(let side=0;side<2;side++){const s=side?1:-1;for(let i=0;i<4;i++){const x=-.13+i*.082,leg=joint("leg_"+side+"_"+i,[x,.14,s*.10]);beam("shell",[0,0,0],[-.035,.025,s*.15],.017,leg,6);beam("shell",[-.035,.025,s*.15],[-.065,-.125,s*.21],.013,leg,6);}
const claw=joint(side?"claw_right":"claw_left",[.12,.18,s*.09]);beam("shell",[0,0,0],[.14,.02,s*.09],.025,claw,6);ball("shell",[.15,.025,s*.10],[.065,.042,.045],claw);beam("shell",[.16,.025,s*.10],[.21,.05,s*.12],.015,claw,6);}
for(const s of[-1,1]){beam("shell",[.09,.18,s*.06],[.115,.25,s*.065],.012);ball("dark",[.115,.26,s*.065],[.016,.02,.016],root,8);}return finish();}
// Runtime motion is owned by Holodeck behavior.gait. Parent revisions retain the GPU motion study.Scroll code horizontally
Asset content is dedicated CC0-1.0. Kiln and Holodeck software keep their own licences.