Bones
The low-poly remains of a lost explorer on a cave floor: a human skeleton lying on its back with an arching ribcage and splayed leg bones, the skull rolled off to face you, a burnt-out torch by one hand and cyan crystals growing out of a mossy rock at its head.

Left rail: colours and the 4 knobs the agent wrote into this model — they rebuild the geometry and go into your download. Right rail: looks for the viewer. Drag to orbit, scroll to zoom.
- Triangles
- 4,262
- Vertices
- 12,786
- Meshes · materials
- 20 · 20
- Size (W × H × D)
- 2.3 m × 59 cm × 1.1 m
- File
- GLB · 318 KB
- Animation
- Static
- Style
- Low-poly
- Collection
- Cave System
Palette · named materials
- warm white — skull, spine, pelvis, ribs, arm and leg bones (body)#f2ede2
- stone grey light — teeth, bone ends, finger and toe bones (trim)#a3a5a8
- soot black — eye sockets, nose, mouth gap, charred torch head (trim)#1b1b22
- dark wood — torch haft (trim)#3d2a1c
- torch amber — torch wrapping band (accent)#ec9c13
- crystal cyan — crystal bodies (accent)#20c6df
- crystal cyan light — crystal tips and light crystals (accent)#67d4e4
- crystal cyan dark — dark crystals (accent)#168a9c
- stone grey — rock (base)#757e8a
- stone grey dark — loose stone (earth)#525860
- mid grey — pebble (trim)#7d828c
- moss — moss pads on the rock (foliage)#55743e
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/cave-system-bones/79f8f3d195/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +ZHow it was made
The brief given to 1DesignTool's “3D object” template:
Bones for the Cave System kit. Design it as one clear asset at believable real-world scale for that setting (state the size in metres in meta.notes), with its main parts modelled and named, readable at thumbnail size and from every orbit angle. This is one part of the Cave System kit (Low-poly style, flat-lowpoly direction): Tunnels, crystals and underground water. Use ONLY the kit palette, by name: stone grey #757e8a, crystal cyan #20c6df, moss #55743e, torch amber #ec9c13, stone grey dark #525860, crystal cyan dark #168a9c, stone grey light #a3a5a8, crystal cyan light #67d4e4, soot black #1b1b22, warm white #f2ede2, mid grey #7d828c, dark wood #3d2a1c. Every material's `name` must be exactly the palette colour it uses — the GLB carries these names so the kit recolours as one; an unnamed material fails delivery. Kit knob: expose a param `crystalColour` (0–1, default 0.5) for the kit's "Crystal colour" setting wherever it makes sense on this part, and keep that id.
- Agent: Claude Code · Claude Opus 5.5 in 1DesignTool
- Direction: Low-poly · family products
- three-check PASS · glb-lint PASS
Named parts · 10
- Bones
- Skull and jaw
- Eye sockets and nose
- Ribcage
- Spine and pelvis
- Arm bones
- Leg bones
- Burnt-out torch
- Crystal cluster
- Rock and moss
Note: Size: an adult human skeleton about 1.75 m long, lying on its back, with the skull (about 0.22 m tall) rolled off the neck and sitting up. With the scattered shin, the torch and the crystal rock, the whole asset is about 2.32 × 0.60 × 1.06 m (W × H × D). The ribcage stands about 0.23 m and the tallest crystal reaches 0.60 m. The body lies along X with the head toward +X, and the skull faces +Z. The origin is the bottom centre of the footprint, and the model rests on y = 0. The GLB has 4262 triangles in 20 meshes (merged per part and colour) and no animation clip. Normals are baked flat (non-indexed). Every material is named exactly after its kit palette colour, and all 12 kit colours are used. The exporter writes one material per mesh, so a colour name can repeat: recolour by name. Params are baked at their defaults and only change geometry when the scene is rebuilt in the viewer. crystalColour (the kit's 'Crystal colour') moves each crystal along the dark → mid → light cyan ramp, swapping only between palette colours; the bones never change colour. ribPairs sets the number of rib pairs (a seeded few are broken short), limbSpread splays the legs and arms and scatters the loose shin, and crystalCount sets how many points grow from the rock. Eye sockets, nose and mouth are soot-black blocks set into the skull, not holes. The dark ground disc and the lowered exposure (0.55) in the viewer are staging only and are not in the GLB. glb-lint: 0 errors. Its heuristic warnings are expected: per-mesh duplicate materials, more materials than the direction default, unindexed flat-shaded geometry, and deliberate overlaps (teeth in the jaw, knuckles on shafts, crystals in the rock). plan-check passes except for its part-id regex, which rejects the hyphens in the slug-based ids this library requires; the same plan with the slug de-hyphenated passes. three-check accepts those ids, and all 10 survive the GLB reload. Fix round 1: the ribs now start on the floor (glb-lint had flagged the ribcage as detached), the hero is framed tighter, and the back view was widened so a foot no longer crops.
About the Bones 3D model
Bones is a free low-poly 3D model from the Cave System set. It measures 2.3 m × 59 cm × 1.1 m (W × H × D) at real-world scale and is built from 4,262 triangles across 20 meshes, with 10 named parts. Download the 318 KB GLB and drop it into three.js, React Three Fiber, Godot or Blender — free for commercial use, no attribution required.
- Is the Bones 3D model free for commercial use?
- Yes. It is free under the 1DesignTool 3D library license: use it in personal and commercial work — games, apps, websites, renders, ads and client projects — and modify it as you like, with no credit required. What you can't do is re-sell or re-distribute the file on its own or inside a model pack.
- What file format is it, and how big is it?
- A single binary glTF 2.0 file (.glb), 318 KB: 4,262 triangles, 12,786 vertices and 20 materials, modelled in metres at 2.3 m × 59 cm × 1.1 m.
- Can I animate Bones?
- It ships as a static mesh. Its 10 named parts are separate nodes, so you can move or animate each one in your engine.
- Which engines and tools can open it?
- Anything that reads glTF 2.0. three.js, React Three Fiber, Babylon.js, Godot 4 and Blender import the GLB directly; Unity and Unreal Engine load it through their glTF importers. The snippets above show the exact code for three.js, React Three Fiber, Godot and Blender.
- How was the Bones 3D model made?
- Claude Code (Claude Opus 5.5) generated it inside 1DesignTool's 3D template from a written brief, then the design kit's checks verified the geometry and the GLB before it was published. You can make your own the same way with 1DesignTool.
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Free under the 1DesignTool 3D library license. Model #44 of 1125.