# Canal Quay Crane (Canal Town and Windmill)

Free 3D model of a timber post crane for a historical canal quay kit: stone base, oak post and a braced jib with a sheave, hook and winch drum that slew together.

- **URL:** https://3dassets.dev/assets/canal-town-and-windmill-canal-quay-crane-fbb483b8
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36659/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/canal-town-and-windmill-canal-quay-crane-fbb483b8
- **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:** Roads & Infrastructure
- **Tags:** Historical, Realistic, Exterior, Animated
- **Geometry:** 1,048 triangles, 1,228 vertices, 5 meshes, 3 materials, 2 textures
- **Size (m):** 1.6 × 4.928 × 3.979
- **Animations:** slew
- **File size:** 0.09 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Free 3D model of a timber post crane for a historical canal quay kit: stone base, oak post and a braced jib with a sheave, hook and winch drum that slew together. Dimensions 1.60 by 4.93 by 3.98 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Animated pivot nodes: jib at (0.00, 0.00, 0.00) m. Quayside crane 4.90 m tall with a 3.00 m reach, standing on a stone base. The jib, its brace, the sheave, the hook and the winch are one node turning about the post, which is how a post crane is worked. The rope is modelled solid and its length does not change. No real town, mill, company or product is depicted, and every board and gable stone is blank or carries invented abstract shapes. Canal town palette: red brick, lime plaster, grey stone, clay pantile, oak and pale pine, dark green paint, wrought iron, brass, dark green glass used for glazing and for the canal, leaf green and a single flower red. Rigid node-transform clips: slew. No skinning. No 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/36659/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 CanalQuayCraneCanalTownAndWindmill(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/36659/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/36659/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36659/v1/model.glb" alt="Canal Quay Crane (Canal Town and Windmill)" 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/36659/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/36659/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/canal-town-and-windmill-canal-quay-crane-fbb483b8 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.