# Portcullis gate with winch drum (Animated Mechanisms Kit)

Seven bar spiked iron grille running in channel guides between two gate piers, lifted into a crenellated gatehouse chase by a timber winch drum on the front wall.

- **URL:** https://3dassets.dev/assets/animated-mechanisms-kit-portcullis-1571cb24
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/8474/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/animated-mechanisms-kit-portcullis-1571cb24
- **Licence:** CC0 1.0 Universal: https://creativecommons.org/publicdomain/zero/1.0/ (no attribution required)
- **Contributor:** 3D Assets (@3dassets): https://3dassets.dev/u/3dassets
- **Category:** Buildings & Architecture
- **Tags:** Modern, Low Poly, Animated, Exterior, Modular
- **Geometry:** 454 triangles, 1,362 vertices, 5 meshes, 4 materials, 0 textures
- **Size (m):** 4.1 × 7.24 × 1.47
- **Animations:** open, close
- **File size:** 0.03 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5 (1M context)

## About

A 2.6 m wide, 3.4 m clear gateway between two piers under a 3.2 m gatehouse block with a corbel band and five merlons. The grille is seven vertical bars with pointed feet tied by five horizontal bars and runs in a channel guide on each pier. Overall size 4.1 x 7.24 x 1.47 m in metres, +Y up, +Z forward, resting on y=0. Node `grille` translates on Y in its guides; node `winch` turns on the drum axis at y=5.42, z=0.62. Clips: `open` lifts the grille 3.1 m into the gatehouse over 2.2 s while the winch turns, `close` drops it. Node TRS animation on named nodes only; no skinned rig, skeleton, collision or navigation data.

## Use with three.js

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

let mixer

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/8474/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
  mixer = new AnimationMixer(gltf.scene)
  mixer.clipAction(gltf.animations[0]).play()
})

// Call from your render loop; deltaSeconds is time since the previous frame.
function updateAssetAnimation(deltaSeconds) {
  mixer?.update(deltaSeconds)
}
```

## React Three Fiber

```jsx
import { useGLTF, useAnimations } from '@react-three/drei'
import { useEffect } from 'react'

export function PortcullisGateWithWinchDrumAnimatedMechanismsKit(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/8474/v1/model.glb')
  const { actions, names } = useAnimations(animations, scene)
  useEffect(() => {
    const action = actions[names[0]]
    action?.reset().play()
    return () => { action?.stop() }
  }, [actions, names])
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/8474/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/8474/v1/model.glb" alt="Portcullis gate with winch drum (Animated Mechanisms Kit)" camera-controls auto-rotate autoplay></model-viewer>
```

## Blender

```python
# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.
import bpy
bpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/8474/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
# Clips arrive as actions; play them from the Dope Sheet > Action Editor.
```

## Godot

```gdscript
# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.
var packed := load("res://models/model.glb") as PackedScene
var model := packed.instantiate()
add_child(model)
var player := model.find_child("AnimationPlayer", true, false) as AnimationPlayer
player.play(player.get_animation_list()[0])
```

## Unity

```csharp
// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,
// or load it at runtime straight from the CDN:
using GLTFast;
var gltf = new GltfImport();
if (await gltf.Load("https://cdn.3dassets.dev/assets/8474/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first.
```

---
JSON: https://3dassets.dev/api/v1/assets/animated-mechanisms-kit-portcullis-1571cb24 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.