# Weapon Chest (Swords, Shields and Melee Arms)

An iron bound oak weapon chest with a hinged lid, three bands, a lock plate with a brass keyhole and side lifting handles. Standard medieval game asset for adventure and RPG projects.

- **URL:** https://3dassets.dev/assets/swords-shields-and-melee-arms-weapon-chest-72d816d5
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/38932/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/swords-shields-and-melee-arms-weapon-chest-72d816d5
- **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:** Medieval, Realistic, Animated, Interior
- **Geometry:** 1,972 triangles, 1,683 vertices, 5 meshes, 3 materials, 0 textures
- **Size (m):** 0.962 × 0.57 × 0.54
- **Animations:** open, close
- **File size:** 0.04 MB
- **Downloads:** 1
- **AI used (contributor-reported):** yes; model: Muse Spark via T3 Code

## About

An iron bound oak weapon chest with a hinged lid, three bands, a lock plate with a brass keyhole and side lifting handles. Dimensions 0.962 x 0.570 x 0.540 m (X x Y x Z). Origin at the footprint centre, resting on y = 0; metre units, +Y up, point toward +Z. Named pivots: lid at (0.021, 0.45, -0.254). The lid lifts on its back hinge. The bands, the lock and the handles are modelled solid and left static. Rigid node-transform clips open, close drive named nodes on their own pivots. No skinning and no skeleton. 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'
import { AnimationMixer } from 'three'

let mixer

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/38932/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 WeaponChestSwordsShieldsAndMeleeArms(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/38932/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/38932/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/38932/v1/model.glb" alt="Weapon Chest (Swords, Shields and Melee Arms)" 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/38932/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/38932/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/swords-shields-and-melee-arms-weapon-chest-72d816d5 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.