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Farm Dog

remixable
drag to orbit · scroll to zoom

4 legs, and it walks: walk.mjs finds the ground under each foot, plants it so it does not slide, and leans the body onto the plane through the feet that are down. Natural step 0.308 m, measured off this model. The numbers are in the API under gait if you are not in three.js.

Cozy Farm low-poly 3D kit Part of Cozy Farm 60 matching parts, one palette and scale

Use it

The fastest path in three.js: one import, zero loaders. The module returns a ready THREE.Group with named parts.

import { createAsset } from './farm-dog-723730.mjs';
scene.add(createAsset());
Full working example (a complete copy-paste HTML page)
<!doctype html>
<script type="importmap">
{ "imports": { "three": "https://unpkg.com/[email protected]/build/three.module.js",
               "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/" } }
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { createAsset } from './farm-dog-723730.mjs';

const scene = new THREE.Scene();
scene.background = new THREE.Color(0xf3ecdc);
// Far plane at 5000: terrain blocks are 64 to 256m across and a 100m
// frustum slices them.
const camera = new THREE.PerspectiveCamera(45, innerWidth / innerHeight, 0.1, 5000);
camera.position.set(3, 2, 4);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
document.body.style.margin = 0;
document.body.appendChild(renderer.domElement);
scene.add(new THREE.HemisphereLight(0xffffff, 0x998877, 1.2));
const sun = new THREE.DirectionalLight(0xfff2e0, 2);
sun.position.set(4, 7, 5);
scene.add(sun);

scene.add(createAsset());
new OrbitControls(camera, renderer.domElement);
renderer.setAnimationLoop(() => renderer.render(scene, camera));
</script>

The standard route: load the GLB with GLTFLoader. The same file works in any glTF pipeline (Babylon.js, <model-viewer>, custom engines).

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

new GLTFLoader().load('./farm-dog-723730.glb', (gltf) => {
  scene.add(gltf.scene); // real-world scale in meters, origin on the ground
});

Flat-shaded vertex colors on a single material: no textures to wire up, one draw call.

R3F takes any Object3D through <primitive>, and these modules return a ready THREE.Group synchronously. No useGLTF, no loader, no <Suspense>.

import { useMemo } from 'react';
import { Canvas } from '@react-three/fiber';
import { createAsset } from './farm-dog-723730.mjs';

function FarmDog(props) {
  const obj = useMemo(() => createAsset(props), [JSON.stringify(props)]);
  return <primitive object={obj} />;
}

<Canvas camera={{ position: [3, 2, 4] }}>
  <hemisphereLight args={[0xffffff, 0x998877, 1.2]} />
  <directionalLight position={[4, 7, 5]} intensity={2} />
  <FarmDog colorway="tricolour" />
</Canvas>

Every knob is a prop. colorway="tricolour" above is one of this model's own parameters, so the component rebuilds when it changes, exactly like any other React component. More on using these in R3F.

Self-animating models, and one draw call

A model that animates itself exposes userData.tick(seconds). Drive it from R3F's own loop:

useFrame((state) => obj.userData.tick?.(state.clock.elapsedTime));

To merge a static set into a single draw call, import mergeAssets from https://polyfork.dev/cdn/merge.mjs and pass the merged group to one <primitive>.

  1. Buy the asset, then download the .glb from this page.
  2. Unity: drag the file into Assets (glTFast or UnityGLTF import it). Godot: drop it into the project, it imports natively. Blender: File → Import → glTF 2.0.
  3. Place it as-is: real-world scale in meters, origin at ground level.
  4. Materials arrive as vertex colors on one material: no texture files, nothing to relink.

Using Claude Code, Cursor or another coding agent? This site is built for them: agent-readable docs at /llms.txt and a JSON API at /api. Paste this prompt:

Your agent authenticates with an API key: create one under My assets after purchase, and it can fetch everything you own.

I own "Farm Dog" on polyfork.dev. My API key is in
the POLYFORK_KEY env var. Download it into my project and add it
to my three.js scene:

  metadata: GET https://polyfork.dev/api/assets/farm-dog-723730  files:    GET https://polyfork.dev/dl/farm-dog-723730.glb
            GET https://polyfork.dev/dl/farm-dog-723730.mjs
  (both with header  Authorization: Bearer $POLYFORK_KEY)

Site docs for agents: https://polyfork.dev/llms.txt

Every asset in this catalog shares one identical vertex-colored material, with no textures at all. That means whole scenes collapse into a single draw call: the same result Synty-style packs get from a texture atlas, without the atlas.

import { mergeAssets } from 'https://polyfork.dev/cdn/merge.mjs';

// position your assets first, then:
const { merged, dynamic } = mergeAssets([
  terrain, tree, rock,
  { object: asset, rig },   // 'Head' stays animatable
]);
scene.add(merged);                  // ONE draw call, static
dynamic.forEach(d => scene.add(d)); // rigged parts, still movable

Placing many copies of one model? Use THREE.InstancedMesh instead: one draw call and even less memory. The landing page's forest demo ends with exactly this merge.

Rigged parts: Head, Neck, Jaw, LeftEar, RightEar, Tail, LeftFrontUpLeg, RightFrontUpLeg, LeftFrontLeg, RightFrontLeg, LeftHindUpLeg, RightHindUpLeg, LeftHindLeg, RightHindLeg. Each is a named group with its pivot at the hinge or axle, so one line animates it.

const asset = createAsset();
scene.add(asset);

// swing 'Head' open (tween this value for smooth motion):
asset.getObjectByName('Head').rotation.y = Math.PI / 4;

Loading the GLB instead? The same named nodes are there: gltf.scene.getObjectByName('Head').

Farm DogPro

Subscribe and download every asset on Polyfork, this one included, plus every new one: 149 new assets in the last 7 days.

or $149/year · what is included

Lifetime $125once

One-time purchase, no renewal. Every kit and every asset, current and future.

KCTJRPISW+55

100 of 100 seats at this price

Collie-type farm dog about 0.9 m long and 0.55 m at the shoulder, slim chunky body in black-and-white patches with a white blaze, pricked ears, long muzzle and a plumed tail, rigged with head, ear, leg and tail groups for a gentle idle pant and tail wag. Part of the Cozy Farm kit.

  • 1,228 triangles · 1 material
  • 0.24 × 0.79 × 1.1 m, real-world scale
  • GLB (224 KB) + drop-in ES module
  • The viewer here is preview quality: the download is the full-detail file
  • Animated parts: Head, Neck, Jaw, LeftEar, RightEar, Tail, LeftFrontUpLeg, RightFrontUpLeg, LeftFrontLeg, RightFrontLeg, LeftHindUpLeg, RightHindUpLeg, LeftHindLeg, RightHindLeg (pivots at the hinge or axle)
  • Commercial license: games, apps, client work, anything. No attribution required. (No reselling the raw assets, and no building a commercial asset generator from them.)

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