Swaying lanterns
A crooked bog post planted in a mossy mud mound, its hooked arm carrying faceted lanterns that swing on cords at different rhythms. The hero lantern burns purple and trails a bone charm.

Left rail: colours and the 5 knobs the agent wrote into this model — they rebuild the geometry and go into your download. Right rail: looks for the viewer. Drag to orbit, scroll to zoom.
- Triangles
- 2,406
- Vertices
- 7,218
- Meshes · materials
- 59 · 59
- Size (W × H × D)
- 89 cm × 1.6 m × 67 cm
- File
- GLB · 306 KB
- Animation
- scene-motion · 4.0s
- Style
- Low-poly
- Collection
- Enchanted Swamp
Palette · named materials
- base#3d2a1c
- earth#2d5353
- water#4d8080
- foliage#3a883a
- foliage#235223
- foliage#5db15d
- trim#1b1b22
- trim#e4ddcd
- accent#f2ede2
- accent#6e3a88
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/enchanted-swamp-swaying-lanterns/7549757ea2/model.glb"
);
scene.add(gltf.scene); // metres, +Y up, front faces +Z
const mixer = new THREE.AnimationMixer(gltf.scene);
gltf.animations.forEach((clip) => mixer.clipAction(clip).play());
// in your loop: mixer.update(delta)How it was made
The brief given to 1DesignTool's “3D object” template:
Swaying lanterns for the Enchanted Swamp kit. Design it as one clear asset at believable real-world scale for that setting (state the size in metres in meta.notes), with its main parts modelled and named, readable at thumbnail size and from every orbit angle. It moves: author a seamless baked loop (2–12 s) with every pivot exactly at its hinge, axle or swivel, and keep the base still. This is one part of the Enchanted Swamp kit (Low-poly style, flat-lowpoly direction): A foggy bog with a witch's hut. Use ONLY the kit palette, by name: moss green #3a883a, murky teal #2d5353, purple #6e3a88, bone #e4ddcd, moss green dark #235223, murky teal dark #122121, moss green light #5db15d, murky teal light #4d8080, soot black #1b1b22, warm white #f2ede2, mid grey #7d828c, dark wood #3d2a1c. Every material's `name` must be exactly the palette colour it uses — the GLB carries these names so the kit recolours as one; an unnamed material fails delivery. Kit knob: expose a param `fogDensity` (0–1, default 0.5) for the kit's "Fog density" setting wherever it makes sense on this part, and keep that id.
- Agent: Devin · SWE-2 Max in 1DesignTool
- Direction: Low-poly · family abstract-kinetic
- three-check PASS · glb-lint PASS
Named parts · 36
- Swaying lanterns
- Mud mound
- Puddle
- Moss clumps
- Mushrooms
- Post
- Hooked arm
- Stub branch
- Hook 1
- Swing pivot 1
- Cord 1
- Lantern 1
- Cap 1
- Ring 1
- Glass 1
- Cage 1
- Finial 1
- Bone charm 1
- Hook 2
- Swing pivot 2
- Cord 2
- Lantern 2
- Cap 2
- Ring 2
- Glass 2
- Cage 2
- Finial 2
- Hook 3
- Swing pivot 3
- Cord 3
- Lantern 3
- Cap 3
- Ring 3
- Glass 3
- Cage 3
- Finial 3
Note: About 1.58 m tall with a ~0.9 m arm span; the mound rests on y = 0. Motion is a baked 4 s seamless loop ('scene-motion'): each lantern swings on its own pivot seated at the cord's tie-point, the hero lantern carries a bone charm on a second pivot, and the post and mound stay still. 'fogDensity' is viewer-side staging (FogExp2 haze plus dimmer pane emissive) — it does not change the GLB. Geometry normals are baked flat per-face so the facets hold in any engine; exported GLB materials are per-mesh clones that all carry their palette colour name, so the kit recolours them by name. The GLB's 59 material entries are the runtime's per-mesh export clones of 10 palette materials — names survive intact.
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Free under the 1DesignTool 3D library license. Model #34 of 297.