# Monastery Door Bay (Medieval Monastery and Scriptorium)

Free 3D model of a medieval monastery doorway bay with a hinged oak plank door on iron bands, under a two-centred stone arch: 3 m wall module.

- **URL:** https://3dassets.dev/assets/medieval-monastery-and-scriptorium-monastery-door-bay-a5edad0f
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/37379/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/medieval-monastery-and-scriptorium-monastery-door-bay-a5edad0f
- **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:** Medieval, Realistic, Exterior, Modular, Animated
- **Geometry:** 3,356 triangles, 3,639 vertices, 4 meshes, 4 materials, 0 textures
- **Size (m):** 3 × 3.32 × 0.69
- **Animations:** open, close
- **File size:** 0.08 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Free 3D model of a medieval monastery doorway bay with a hinged oak plank door on iron bands, under a two-centred stone arch: 3 m wall module. Dimensions 3.00 by 3.32 by 0.69 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Animated pivot nodes: door-range at (-0.57, 0.00, 0.17) m. Connectors: left (range) at (-1.50, 0.00, 0.00) facing (-1, 0, 0); right (range) at (1.50, 0.00, 0.00) facing (1, 0, 0). Wall module on the same 3 m section as the plain bay. The leaf hangs on its left jamb and swings out; the jambs, the arch and the threshold are fixed. The opening behind the leaf is blanked rather than cut through. Invented throughout: no real building, institution or text is reproduced, and any written surface carries abstract marks rather than letters. Claustral palette: limestone ashlar and darker rubble stone, lime plaster, oak and pine, lead, wrought iron, brass, parchment, undyed linen, madder and garden green. Rigid node-transform clips: open and close. 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/37379/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 MonasteryDoorBayMedievalMonasteryAndScriptorium(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/37379/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/37379/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/37379/v1/model.glb" alt="Monastery Door Bay (Medieval Monastery and Scriptorium)" 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/37379/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/37379/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/medieval-monastery-and-scriptorium-monastery-door-bay-a5edad0f · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.