# Courtyard Well (Vineyard and Winery)

Stone courtyard well 1.5 m across with a coursed round shaft, proud face stones, a flat coping, timber posts and a pantiled cap, and a windlass of drum, crank and hanging bucket that winds as one rigid node.

- **URL:** https://3dassets.dev/assets/vineyard-and-winery-courtyard-well-74f23619
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/36828/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/vineyard-and-winery-courtyard-well-74f23619
- **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:** Modern, Realistic, Exterior, Animated
- **Geometry:** 1,316 triangles, 3,038 vertices, 7 meshes, 5 materials, 2 textures
- **Size (m):** 1.8 × 3 × 1.692
- **Animations:** spin
- **File size:** 0.13 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Opus 5

## About

Stone courtyard well 1.5 m across with a coursed round shaft, proud face stones, a flat coping, timber posts and a pantiled cap, and a windlass of drum, crank and hanging bucket that winds as one rigid node. Overall 1.800 x 3.000 x 1.692 m (X x Y x Z), metre units, +Y up, +Z forward, resting on y=0. Named nodes on their own pivots: winder. Vineyard and Winery / vineyard-std-v1: limestone, gravel and sawn timber under vine green, fruit purple, terracotta and stainless, with embedded procedural timber, stone and soil maps and no custom shaders. No estate, appellation, marque or label is named or depicted anywhere: every bottle, reel, crate and board is blank. 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/36828/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 CourtyardWellVineyardAndWinery(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/36828/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/36828/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/36828/v1/model.glb" alt="Courtyard Well (Vineyard and Winery)" 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/36828/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/36828/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/vineyard-and-winery-courtyard-well-74f23619 · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.