# Chain And Shackle Anchor (Dragons and Wyverns)

Stone anchor block with a ring, a run of eight iron chain links across the ground and an open shackle.

- **URL:** https://3dassets.dev/assets/dragons-and-wyverns-chain-and-shackle-anchor-b36bd666
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36751/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/dragons-and-wyverns-chain-and-shackle-anchor-b36bd666
- **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:** Props & Furniture
- **Tags:** Fantasy, Stylized, Exterior
- **Geometry:** 940 triangles, 2,044 vertices, 2 meshes, 2 materials, 0 textures
- **Size (m):** 2.638 × 0.918 × 4.246
- **Animations:** none
- **File size:** 0.04 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

A stone anchor block 1.5 m wide with an iron ring set in the top, a run of eight chain links laid out across the ground (each link turned ninety degrees from the last, the way real chain lies) and an open shackle at the far end. Nothing is attached to it, which is the point. Overall 2.638 x 0.918 x 4.246 m (X x Y x Z), metre units, +Y up, resting on y=0 with the origin centred on the footprint. Static geometry in a baked pose: no rig, no skinning, no animation, no collision and no navigation data. The library pipeline carries rigid node transforms only, so a posed animal is modelled rather than rigged.

## Use with three.js

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

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/36751/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function ChainAndShackleAnchorDragonsAndWyverns(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/36751/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/36751/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36751/v1/model.glb" alt="Chain And Shackle Anchor (Dragons and Wyverns)" camera-controls auto-rotate></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/36751/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
```

## 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)
```

## 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/36751/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/dragons-and-wyverns-chain-and-shackle-anchor-b36bd666 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.