# Glowing Crystal Cluster (Sunken City and Underwater Ruins)

Cluster of nine lit crystal spires up to 1.1 m tall on a turned stone plinth, the cluster turning slowly on its mount.

- **URL:** https://3dassets.dev/assets/sunken-city-and-underwater-ruins-glowing-crystal-clust-897febc9
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36999/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/sunken-city-and-underwater-ruins-glowing-crystal-clust-897febc9
- **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:** Effects & Primitives
- **Tags:** Fantasy, Low Poly, Animated, Exterior
- **Geometry:** 424 triangles, 1,272 vertices, 2 meshes, 2 materials, 0 textures
- **Size (m):** 1.179 × 1.71 × 1.24
- **Animations:** spin
- **File size:** 0.02 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Cluster of nine lit crystal spires up to 1.1 m tall on a turned stone plinth, the cluster turning slowly on its mount. Dimensions 1.18 by 1.71 by 1.24 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at seabed level. Animated pivot nodes: crystal-spire at (0.00, 0.60, 0.00) m. The crystals are one node and turn as one; the plinth is fixed. The glow is an emissive material, not a light source. Sunken city palette: weathered grey limestone and dark algae stained stone, pale silt, deep green weed, coral pink, waterlogged timber, tarnished bronze and one translucent blue emissive for glow, bubbles and light. Rigid node-transform clips: spin. 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/36999/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 GlowingCrystalClusterSunkenCityAndUnderwaterRuins(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/36999/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/36999/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36999/v1/model.glb" alt="Glowing Crystal Cluster (Sunken City and Underwater Ruins)" 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/36999/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/36999/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/sunken-city-and-underwater-ruins-glowing-crystal-clust-897febc9 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.