# Arming Sword (Swords, Shields and Melee Arms)

A one handed arming sword with a straight double edged blade, a ground spine rib, a plain iron crossguard, a cord wrapped grip and a disc pommel. Standard medieval game asset for adventure and RPG projects.

- **URL:** https://3dassets.dev/assets/swords-shields-and-melee-arms-arming-sword-38b19f2b
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/38880/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/swords-shields-and-melee-arms-arming-sword-38b19f2b
- **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:** Weapons & Tools
- **Tags:** Medieval, Realistic
- **Geometry:** 3,616 triangles, 2,892 vertices, 4 meshes, 4 materials, 0 textures
- **Size (m):** 0.226 × 0.044 × 0.959
- **Animations:** none
- **File size:** 0.07 MB
- **Downloads:** 2
- **AI used (contributor-reported):** yes; model: Muse Spark via T3 Code

## About

A one handed arming sword with a straight double edged blade, a ground spine rib, a plain iron crossguard, a cord wrapped grip and a disc pommel. Dimensions 0.226 x 0.044 x 0.959 m (X x Y x Z). Origin at the footprint centre with the blade lying flat on y = 0, point toward +Z; metre units, +Y up, point toward +Z. Static weapon: there is no moving part to rig. A hinge, a fold, a strap or a scabbard is a linkage, a flexible body or a separate object rather than a single rigid node transform, so none is faked here. Static geometry: no rig or animation. Polished steel, wrought iron, brass, leather, oak, madder red, woad blue, ochre yellow, bone white, charcoal black, rubble stone and lime plaster. Physically based flat colours with no texture maps. Original invented design: no real maker, crest, inscription or marking is represented. Free 3D model for Unity, Godot, Unreal, three.js and Blender. No collision or navigation data.

## Use with three.js

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

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/38880/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
})
```

## React Three Fiber

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

export function ArmingSwordSwordsShieldsAndMeleeArms(props) {
  const { scene } = useGLTF('https://cdn.3dassets.dev/assets/38880/v1/model.glb')
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/38880/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/38880/v1/model.glb" alt="Arming Sword (Swords, Shields and Melee Arms)" 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/38880/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/38880/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
```

---
JSON: https://3dassets.dev/api/v1/assets/swords-shields-and-melee-arms-arming-sword-38b19f2b · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.