{"data":{"id":"28839","slug":"medieval-siege-and-castle-defence-portcullis-winched-5029dd0e","title":"Winched Portcullis (Medieval Siege and Castle Defence)","summary":"Stone gate frame with a spiked iron portcullis that lifts 2.5 m in its slots, over a squared winch drum on brackets.","description":"The inner defence of a gate passage: two dressed piers, a lintel, a slotted iron grille of six spiked bars on three cross straps, and a squared oak winch drum on iron brackets above the arch. The grille lifts clear of the passage and the drum turns with it. The winch rope and its chains are a linkage no rigid node transform can carry, so they are not modelled. Dimensions 3.74 × 5.44 × 1.74 m (X × Y × Z). Ground-contact origin under the footprint. Metre units, +Y up, +Z forward. Kingdom limestone, ashlar, timber, oak, iron, cloth, slate and straw, the palette shared with the castle construction and faction building packs. Rigid node-transform clips open, close, spin turn named parts on their own pivots. No skinning, no skeleton, no collision or navigation data.","status":"published","url":"https://3dassets.dev/assets/medieval-siege-and-castle-defence-portcullis-winched-5029dd0e","cdnUrl":"https://cdn.3dassets.dev/assets/28839/v1/model.glb","downloadUrl":"https://3dassets.dev/download/medieval-siege-and-castle-defence-portcullis-winched-5029dd0e","thumbnailUrl":"https://cdn.3dassets.dev/assets/28839/v1/thumb.webp","posterUrl":"https://cdn.3dassets.dev/assets/28839/v1/poster.webp","blurhash":"U4EyVr~q00M_s*_3NL0000ae?bD*00xv~WM{","category":{"slug":"buildings","title":"Buildings & Architecture"},"tags":[{"slug":"medieval","title":"Medieval"},{"slug":"low-poly","title":"Low Poly"},{"slug":"kit","title":"Kit / Set"},{"slug":"animated","title":"Animated"}],"license":{"slug":"cc0-1.0","name":"CC0 1.0 Universal","url":"https://creativecommons.org/publicdomain/zero/1.0/","attributionRequired":false},"contributor":{"username":"3dassets","name":"3D Assets","url":"https://3dassets.dev/u/3dassets"},"stats":{"fileSize":25516,"triangles":428,"vertices":1284,"meshes":5,"materials":4,"textures":0,"animations":["open","close","spin"],"boundingBox":{"min":[-1.8699927386693982,-5.960463234089275e-10,-0.8700694798278129],"max":[1.8699927386693982,5.439996279653538,0.8700694798278129]},"sizeMeters":[3.74,5.44,1.74],"hasDraco":false,"hasMeshopt":false,"hasKTX2":false,"extensionsUsed":["KHR_mesh_quantization"]},"aiGenerated":true,"aiModel":"Claude Fable 5.1","downloads":0,"publishedAt":"2026-09-08T03:57:27.824Z","updatedAt":"2026-09-08T03:57:27.928Z","usage":{"threejs":"import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'\nimport { AnimationMixer } from 'three'\n\nlet mixer\n\nconst loader = new GLTFLoader()\nloader.load('https://cdn.3dassets.dev/assets/28839/v1/model.glb', (gltf) => {\n  scene.add(gltf.scene)\n  mixer = new AnimationMixer(gltf.scene)\n  mixer.clipAction(gltf.animations[0]).play()\n})\n\n// Call from your render loop; deltaSeconds is time since the previous frame.\nfunction updateAssetAnimation(deltaSeconds) {\n  mixer?.update(deltaSeconds)\n}","r3f":"import { useGLTF, useAnimations } from '@react-three/drei'\nimport { useEffect } from 'react'\n\nexport function WinchedPortcullisMedievalSiegeAndCastleDefence(props) {\n  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/28839/v1/model.glb')\n  const { actions, names } = useAnimations(animations, scene)\n  useEffect(() => {\n    const action = actions[names[0]]\n    action?.reset().play()\n    return () => { action?.stop() }\n  }, [actions, names])\n  return <primitive object={scene} {...props} />\n}\nuseGLTF.preload('https://cdn.3dassets.dev/assets/28839/v1/model.glb')","modelViewer":"<model-viewer src=\"https://cdn.3dassets.dev/assets/28839/v1/model.glb\" alt=\"Winched Portcullis (Medieval Siege and Castle Defence)\" camera-controls auto-rotate autoplay></model-viewer>","blender":"# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.\nimport bpy\nbpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/28839/v1/model.glb\n# Metres and +Y up are converted to Blender's Z-up scene automatically.\n# Clips arrive as actions; play them from the Dope Sheet > Action Editor.","godot":"# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.\nvar packed := load(\"res://models/model.glb\") as PackedScene\nvar model := packed.instantiate()\nadd_child(model)\nvar player := model.find_child(\"AnimationPlayer\", true, false) as AnimationPlayer\nplayer.play(player.get_animation_list()[0])","unity":"// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,\n// or load it at runtime straight from the CDN:\nusing GLTFast;\nvar gltf = new GltfImport();\nif (await gltf.Load(\"https://cdn.3dassets.dev/assets/28839/v1/model.glb\")) await gltf.InstantiateMainSceneAsync(transform);\n// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first."}}}