# Broken rune stone (Pickups and Collectibles)

The rune stone snapped across the middle: the two halves hang apart at opposing tilts with the rune broken between them and three chips shed around the break.

- **URL:** https://3dassets.dev/assets/pickups-and-collectibles-rune-stone-broken-c01bfe96
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/19928/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/pickups-and-collectibles-rune-stone-broken-c01bfe96
- **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, Animated, Kit / Set
- **Geometry:** 260 triangles, 780 vertices, 2 meshes, 2 materials, 0 textures
- **Size (m):** 0.36 × 0.537 × 0.099
- **Animations:** bob, spin
- **File size:** 0.01 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

The same slab outline split at y=-0.02, with each half sheared sideways and given an opposing tilt so the fracture line reads clearly. The rune rides on the upper half only, so it is visibly incomplete, and three shed chips float around the gap. Useful as the failed or half-collected state of the intact stone. Bounding size 0.36 by 0.54 by 0.10 m; metres, +Y up, +Z forward. Origin: free, at the gap between the two halves, where the intact stone centre used to be, because a collectible like this is hung in mid-air at whatever hover height the level needs and a base origin would put it on the floor. The geometry surrounds the origin, reaching 0.269 m below it and 0.269 m above it. Clips: `bob` (3.2 s), `spin` (4.0 s). Rigid node animation only: named nodes with translation, rotation and scale clips, no skinned rig and no skeleton. No collision volumes and no navigation data. Opaque materials throughout; the pack uses no alpha blending and no transmission.

## 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/19928/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 BrokenRuneStonePickupsAndCollectibles(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/19928/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/19928/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/19928/v1/model.glb" alt="Broken rune stone (Pickups and Collectibles)" 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/19928/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/19928/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/pickups-and-collectibles-rune-stone-broken-c01bfe96 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.