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All bone constraints are set in Blender and maya.\n\n-Clean and optimized topology is used for maximum polygon efficiency.\n\n-All textures and materials are tailored and applied for high quality render results.\n\n-Mid Poly and optimized for use for games, films, commercials, etc.,\n\n-All objects have fully unwrapped UVs and UVs are Overlapped.\n\n-No extra plugins are needed for this model.\n\n-Units: meters.\n\n-PBR textures are available for both Specular-Glossiness and Metalness-Roughness workflows\n \nMaterials\nThe Model has 2 materials Mining_Truck_Exterior_Mat and Mining_Truck_Interior_Mat. 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Its compact body is equipped with multiple mounting points for modules and sensors, enabling customization for different missions. The model showcases detailed engineering, including realistic joint mechanisms and functional surfaces.\n\nFor robotics research, autonomous robotics solutions, terrain exploration tasks, and educational purposes in robotics design.\nThis animation set includes 4 animations for the Vision 60 robot dog, covering activation and shutdown behavior, walking, running, and controlled fall recovery. The pack is suitable for use in cinematic scenes, games, and simulations.\n\nAnimations included:\n\nActivation and Shutdown Cycle (looped, in-place / root motion)\nFull mechanical cycle of rising from a lying position, stabilizing in a standing pose, and shutting down back to the ground. Duration: up to 10 sec.\n\nWalk (looped, in-place / root motion)\nStable mechanical walking cycle with precise limb articulation and minimal body oscillation. Duration: up to 6 sec.\n\nRun (looped, in-place / root motion)\nFast dynamic running motion with powerful hind-leg drive, forward-leaning posture, and controlled mechanical timing. Duration: up to 6 sec.\n\nFall and Recovery Cycle (looped, in-place / root motion)\nControlled fall followed by a calculated mechanical stand-up sequence with clear weight transfer and joint logic. Duration: up to 10 sec.\n\nTechnical details:\n\nFPS: 30\n\nRigged model\n\nIn-place and root motion variations included\n\nRealistic mechanical timing and secondary robotic motion\n\nSuitable for real-time and cinematic use\nVision 60 Robotic Dog Unit Falling Animated Rigged For Blender is fully rigged and is ready to be animated in Blender. You can easily position it the way you need or animate it the way your project requires. See the screenshots to get an idea of how rigging works. The pose of the model on the render images is an example and can be recreated using rig, it is not initially included into the product.\n\nHope you like it!\n\n\nFeatures:\n- High quality polygonal model, has real dimensions. Easy to merge into your scene.\n- Units: cm\n- The model was created with the optimal number of polygons. (The Meshsmooth modifier is assigned to the original mesh. Easy to increase mesh resolution if necessary.)\n- All the objects come with complete UVs\nAll textures and materials are included and mapped. 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Protective barriers, on the other hand, serve to prevent damage and ensure safety.\n- Although the 3D model is textureless, it is equipped with defined materials.\n\n--\n\n- Ein 3D-Modell einer elektromechanischen Parkplatzschranke mit Knickgelenk und einer Schrankenbaumlänge von 3.500 mm (High Poly).\n- Das 3D-Modelle hat einen animierten Schrankenbaum.\n- Die Parkplatzschranke ist mit einer roten LED-Beleuchtungleiste ausgestattet, die eine gute Sichtbarkeit gewährleistet.\n- Eine Parkplatzschranke ist ein physisches Sicherheits- und Zugangskontrollsystem, das die Zugänglichkeit zu einem Parkplatz regelt.  \n- Die vorliegende Technik dient der Steuerung des Verkehrsflusses, der Verhinderung des unbefugten Befahrens sowie dem Schutz von Fußgängern und Sachwerten vor unbeabsichtigten Fahrzeugkollisionen.\n- In Abhängigkeit des Verwendungszwecks lassen sich diese Systeme grundsätzlich in zwei Hauptkategorien unterteilen. \n- Zu den Barrieren, die den Ein- und Ausgang regeln, zählen Zugangskontrollbarrieren. 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It thus ensures security and access control.  \n- This technology can help manage traffic, prevent unauthorized entry, and protect pedestrians and property from accidental vehicle collisions.\n- Depending on their intended use, these systems can essentially be divided into two main categories. \n- Barriers that regulate entry and exit include access control barriers. Protective barriers are designed to prevent damage and ensure safety.\n- Although the 3D model has no textures, it does have defined materials.\n\n--\n\n- Hier ist ein 3D-Modell einer elektromechanischen Parkplatzschranke mit Knickgelenk und einer Schrankenbaumlänge von 5.000 mm (High Poly).\n- Das 3D-Modelle hat einen animierten Schrankenbaum.\n- Damit man die Parkplatzschranke nachts auch gut sehen kann, hat sie eine rote LED-Beleuchtungleiste.\n- Eine Parkplatzschranke ist ein System, das regelt, wer einen Parkplatz nutzen darf. Es sorgt also für Sicherheit und Kontrolle des Zugangs.  \n- Die Technik kann dabei helfen, den Verkehr zu steuern, das unbefugte Befahren zu verhindern und Fußgänger sowie Sachwerte vor unbeabsichtigten Fahrzeugkollisionen zu schützen.\n- Je nachdem, wofür man sie benutzt, kann man diese Systeme im Grunde in zwei Hauptkategorien einteilen. \n- Zu den Barrieren, die den Ein- und Ausgang regeln, zählen Zugangskontrollbarrieren. Schutzbarrieren sind dafür da, Schäden zu verhindern und für Sicherheit zu sorgen.\n- Das 3D-Modell hat zwar keine Texturen, dafür aber definierte Materialien.\n\n- **Technical details of the 3D-model**\n\n- Object Name - Car_Park_Barrier_Articulated_5000mm_High_Poly\n- Object Dimensions - 5.081m x 0.432m x 1.102m\n\n--\n\n- **Geometrie**\n\n- Vertices = 56241\n- Edges = 119256\n- Polygons = 63099\n\n--\n\n- **Materials**\n\nMaterial - Yellow_Orange_RAL_2000_Hex_D97604:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Light_blue_RAL_5012_Hex_0086B2:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Aluminum_bbbfc2:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Traffic_White_RAL_9016_Hex_F0ECE1:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Dark_Plastic:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Red_Light:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Traffic_Red_RAL_3020_HEX_C1121C:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\n--\n\n- **Textures**\n\n- PBR = No\n- UV Map = No\n- Vertex Color = No\n\n--\n\n- **Modifier**\n\n- Modifier = No\n\n--\n\n- **Animation**\n\n- Animation = YES\n- VertexGroup = NO\n- Shape Keys = NO\n\n--\n\n- **Object Transformation**\n\nLocation:\n- X: 0\n- Y: 0\n- Z: 0\n\nRotation:\n- X: 0°\n- Y: 0°\n- Z: 0°\n\nScale:\n- X: 1.0\n- Y: 1.0\n- Z: 1.0\n\n--\n\n- **Available Exchange Formats**\n\n- Native file format - Blender-3D (.blend)\n- Autodesk FBX (.fbx)\n- OBJ (.obj, .mtl)\n- glTF (.gltf, .glb)\n- X3D (.x3d)\n- Collada (.dae)\n- Stereolithography (.stl)\n- Polygon File Format (.ply)\n- Alembic (.abc)\n- DXF (.dxf)\n- USDC (.usdc)\n\n--\n\n- **Contact details**\n\n- Software-Service John GmbH\n- Oehrenstöcker Str. 39\n- 98693 Ilmenau\n\nLast Update: 08.06.26 12:01:07\n\n--\n\n- 3D animations and models are 100% made by human. They are created and rendered in Blender 3D (NOAI).\n- 3D-Animationen und -Modelle wurden zu 100 % von von Menschenhand geschaffen. 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Protective barriers, on the other hand, serve to prevent damage and ensure safety.\n- Although the 3D model is textureless, it is equipped with defined materials.\n\n--\n\n- Ein 3D-Modell einer elektromechanischen Parkplatzschranke mit Knickgelenk und einer Schrankenbaumlänge von 4.000 mm (High Poly).\n- Das 3D-Modelle hat einen animierten Schrankenbaum.\n- Die Parkplatzschranke ist mit einer roten LED-Beleuchtungleiste ausgestattet, die eine gute Sichtbarkeit gewährleistet.\n- Eine Parkplatzschranke ist ein physisches Sicherheits- und Zugangskontrollsystem, das die Zugänglichkeit zu einem Parkplatz regelt.  \n- Die vorliegende Technik kann dazu beitragen, den Verkehrsfluss zu steuern, das unbefugte Befahren zu verhindern und Fußgänger sowie Sachwerte vor unbeabsichtigten Fahrzeugkollisionen zu schützen.\n- In Abhängigkeit des Verwendungszwecks lassen sich diese Systeme grundsätzlich in zwei Hauptkategorien unterteilen. \n- Zu den Barrieren, die den Ein- und Ausgang regeln, zählen Zugangskontrollbarrieren. Schutzbarrieren hingegen dienen der Verhinderung von Schäden und der Gewährleistung von Sicherheit.\n- Das 3D-Modell ist zwar texturlos, dafür aber mit definierten Materialien ausgestattet.\n\n--\n\n- **Technical details of the 3D-model**\n\n- Object Name - Car_Park_Barrier_Articulated_4000mm_Animation\n- Object Dimensions - 2.000m x 0.027m x 0.119m\n\n--\n\n- **Geometrie**\n\n- Vertices = 55979\n- Edges = 118705\n- Polygons = 62802\n\n--\n\n- **Materials**\n\nMaterial - Yellow_Orange_RAL_2000_Hex_D97604:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Light_blue_RAL_5012_Hex_0086B2:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Aluminum_bbbfc2:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Traffic_White_RAL_9016_Hex_F0ECE1:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Dark_Plastic:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Red_Light:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Traffic_Red_RAL_3020_HEX_C1121C:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\n--\n\n- **Textures**\n\n- PBR = No\n\n- UV Map = No\n\n- Vertex Color = No\n\n--\n\n- **Modifier**\n\n- Modifier = No\n\n--\n\n- **Animation**\n\n- Animation = YES\n- VertexGroup = No\n- Shape Keys = No\n\n--\n\n- **Object Transformation**\n\nLocation:\n- X: 0\n- Y: 0\n- Z: 0\n\nRotation:\n- X: 0°\n- Y: 0°\n- Z: 0°\n\nScale:\n- X: 1.0\n- Y: 1.0\n- Z: 1.0\n\n--\n\n- **Available Exchange Formats**\n\n- Native file format - Blender-3D (.blend)\n- Autodesk FBX (.fbx)\n- OBJ (.obj, .mtl)\n- glTF (.gltf, .glb)\n- X3D (.x3d)\n- Collada (.dae)\n- Stereolithography (.stl)\n- Polygon File Format (.ply)\n- Alembic (.abc)\n- DXF (.dxf)\n- USDC (.usdc)\n\n--\n\n- **Contact details**\n\n- Software-Service John GmbH\n- Oehrenstöcker Str. 39\n- 98693 Ilmenau\n\n--\n\nLast Update: 08.06.26 12:00:14\n\n--\n\n- 3D animations and models are 100% made by human. 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Protective barriers, on the other hand, serve to prevent damage and ensure safety.\n- Although the 3D model is textureless, it is equipped with defined materials.\n\n--\n\n- Hier sehen Sie ein 3D-Modell einer elektromechanischen Parkplatzschranke mit Knickgelenk und einer Schrankenbaumlänge von 3.000 mm (High Poly).\n- Das 3D-Modelle hat einen animierten Schrankenbaum.\n- Die Parkplatzschranke ist mit einer roten LED-Beleuchtungleiste ausgestattet, die für eine gute Sichtbarkeit sorgt.\n- Bei einer Parkplatzschranke handelt es sich um ein physisches Sicherheits- und Zugangskontrollsystem, das den Fahrzeugzugang zu einem Parkplatz regelt.  \n- Sie steuert den Verkehrsfluss, verhindert unbefugtes Befahren und schützt Fußgänger sowie Sachwerte vor unbeabsichtigten Fahrzeugkollisionen.\n- In Abhängigkeit des Verwendungszwecks lassen sich diese Systeme grundsätzlich in zwei Hauptkategorien unterteilen. \n- Zu den Barrieren, die den Ein- und Ausgang regeln, zählen Zugangskontrollbarrieren. 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It thus ensures security and access control.  \n- This technology can help manage traffic, prevent unauthorized entry, and protect pedestrians and property from accidental vehicle collisions.\n- Depending on their intended use, these systems can essentially be divided into two main categories.   \n- Barriers that regulate entry and exit include access control barriers. Protective barriers are designed to prevent damage and ensure safety.\n- Although the 3D model has no textures, it does have defined materials.\n\n--\n\n- Elektromechanische Barrieren mit Knickgelenken alle Versionen.\n- Das 3D-Modelle hat einen animierten Schrankenbaum.\n- Damit man die Parkplatzschranke nachts auch gut sehen kann, hat sie eine rote LED-Beleuchtungleiste.\n- Eine Parkplatzschranke ist ein System, das regelt, wer einen Parkplatz nutzen darf. Es sorgt also für Sicherheit und Kontrolle des Zugangs.  \n- Die Technik kann dabei helfen, den Verkehr zu steuern, das unbefugte Befahren zu verhindern und Fußgänger sowie Sachwerte vor unbeabsichtigten Fahrzeugkollisionen zu schützen.\n- Je nachdem, wofür man sie benutzt, kann man diese Systeme im Grunde in zwei Hauptkategorien einteilen. \n- Zu den Barrieren, die den Ein- und Ausgang regeln, zählen Zugangskontrollbarrieren. Schutzbarrieren sind dafür da, Schäden zu verhindern und für Sicherheit zu sorgen.\n- Das 3D-Modell hat zwar keine Texturen, dafür aber definierte Materialien.\n\n- **Technical details of the 3D-model**\n\n\n- **Materials**\n\nMaterial - Yellow_Orange_RAL_2000_Hex_D97604:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Light_blue_RAL_5012_Hex_0086B2:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Aluminum_bbbfc2:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Traffic_White_RAL_9016_Hex_F0ECE1:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Dark_Plastic:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Red_Light:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\nMaterial - Traffic_Red_RAL_3020_HEX_C1121C:\n\n* Blend Mode: OPAQUE\n* Shadow Mode: OPAQUE\n\n--\n\n- **Textures**\n\n- PBR = No\n- UV Map = No\n- Vertex Color = No\n\n--\n\n- **Modifier**\n\n- Modifier = No\n\n--\n\n- **Animation**\n\n- Animation = YES\n- VertexGroup = NO\n- Shape Keys = NO\n\n--\n\n- **Object Transformation**\n\nLocation:\n- X: 0\n- Y: 0\n- Z: 0\n\nRotation:\n- X: 0°\n- Y: 0°\n- Z: 0°\n\nScale:\n- X: 1.0\n- Y: 1.0\n- Z: 1.0\n\n--\n\n- **Available Exchange Formats**\n\n- Native file format - Blender-3D (.blend)\n- Autodesk FBX (.fbx)\n- OBJ (.obj, .mtl)\n- glTF (.gltf, .glb)\n- X3D (.x3d)\n- Collada (.dae)\n- Stereolithography (.stl)\n- Polygon File Format (.ply)\n- Alembic (.abc)\n- DXF (.dxf)\n- USDC (.usdc)\n\n--\n\n- **Contact details**\n\n- Software-Service John GmbH\n- Oehrenstöcker Str. 39\n- 98693 Ilmenau\n\nLast Update: 08.06.26 12:01:07\n\n--\n\n- 3D animations and models are 100% made by human. They are created and rendered in Blender 3D (NOAI).\n- 3D-Animationen und -Modelle wurden zu 100 % von von Menschenhand geschaffen. 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