# Longhouse Window Bay (Viking Age Longhouse and Longship)

Free 3D model of a Viking longhouse wall bay with a shuttered window opening: 3 m Norse medieval kit module with two hinged pine shutters.

- **URL:** https://3dassets.dev/assets/viking-age-longhouse-and-longship-longhouse-window-bay-2134c7f9
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/30166/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/viking-age-longhouse-and-longship-longhouse-window-bay-2134c7f9
- **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:** Historical, Realistic, Exterior, Modular, Animated
- **Geometry:** 5,060 triangles, 4,459 vertices, 6 meshes, 3 materials, 1 textures
- **Size (m):** 3 × 2.2 × 0.39
- **Animations:** open, close
- **File size:** 0.13 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

Free 3D model of a Viking longhouse wall bay with a shuttered window opening: 3 m Norse medieval kit module with two hinged pine shutters. Dimensions 3.00 by 2.20 by 0.39 m (X by Y by Z). Metre units, +Y up, +Z front, origin on the footprint at ground level. Animated pivot nodes: shutter-left at (-0.40, 1.55, 0.13) m; shutter-right at (0.40, 1.55, 0.13) m. Connectors: left (wall) at (-1.50, 0.00, 0.00) facing (-1, 0, 0); right (wall) at (1.50, 0.00, 0.00) facing (1, 0, 0); base (wall) at (0.00, 0.00, 0.00) facing (0, -1, 0); top (wall) at (0.00, 2.20, 0.00) facing (0, 1, 0). Wall module. Both shutters hang on iron straps at the outer jambs and swing back against the wall. The opening is blanked behind an oak liner rather than cut through, so the bay stays solid when a scene is lit from outside. Steading palette: split oak and pine, wattle and daub, turf and heather thatch, field stone, wrought iron, wool and tarred rope. 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/30166/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 LonghouseWindowBayVikingAgeLonghouseAndLongship(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/30166/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/30166/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/30166/v1/model.glb" alt="Longhouse Window Bay (Viking Age Longhouse and Longship)" 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/30166/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/30166/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/viking-age-longhouse-and-longship-longhouse-window-bay-2134c7f9 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.