Rising hand
A low-poly skeletal hand and forearm in a torn burial-suit sleeve bursting out of a crater in a dark grave mound ringed with clods, dead grass and low fog. The arm thrusts up, the fingers ripple into a clench, tremble, twitch and relax as it sinks back in a seamless 6 s loop.

Left rail: colours and the 4 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
- 2,118
- Vertices
- 5,618
- Meshes · materials
- 23 · 23
- Size (W × H × D)
- 63 cm × 60 cm × 68 cm
- File
- GLB · 239 KB
- Animation
- scene-motion · 6.0s
- Style
- Low-poly
- Collection
- Graveyard
Palette · named materials
- earth#3d2a1c
- base#7d828c
- trim#525e6f
- accent#f2ede2
- accent#eecd2b
- foliage#3a883a
- water#6190d1
Use it
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const gltf = await new GLTFLoader().loadAsync(
"https://assets.stoicsoft.com/1designtool/3d/models/graveyard-rising-hand/de7c6d1c68/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:
Rising hand for the Graveyard 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 Graveyard kit (Low-poly style, flat-lowpoly direction): Crooked stones under a big moon. Use ONLY the kit palette, by name: slate #525e6f, moonlight blue #2e67b8, dead-grass yellow #eecd2b, green glow #3a883a, slate dark #323943, moonlight blue dark #1f457a, slate light #7b8593, moonlight blue light #6190d1, 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 `fog` (0–1, default 0.5) for the kit's "Fog" setting wherever it makes sense on this part, and keep that id.
- Agent: Claude Code · Claude Fable 5.1 in 1DesignTool
- Generation: 4.48M tokens (91% cached) · ≈ $11.27 at API prices · 5-hour plan +12%, weekly plan +2%
- Direction: Low-poly · family abstract-kinetic
- three-check PASS · glb-lint PASS — 0 blocking errors (4 heuristic warnings)
Named parts · 25
- Rising hand
- Grave mound
- Earth clods
- Dead grass
- Fog banks
- Arm socket
- Arm slide
- Forearm bone
- Torn sleeve
- Wrist
- Palm
- Thumb knuckle
- Thumb middle
- Index knuckle
- Index middle
- Index tip
- Middle knuckle
- Middle middle
- Middle tip
- Ring knuckle
- Ring middle
- Ring tip
- Pinky knuckle
- Pinky middle
- Pinky tip
Note: Size: the mound is 0.46 m across and 0.14 m tall; the hand is 0.22 m from wrist to middle fingertip (a big adult hand); the whole asset stands 0.60 m tall at rest and 0.69 m at the top of the rise, with a 0.52 m footprint including the fog. Origin at the bottom centre of the mound on y = 0, palm facing +Z. The baked 6 s loop (clip 'scene-motion') moves only the arm: the socket pivot at the crater floor (0, 0.10, 0) rotates, the slide group under it translates 9 cm along that axis, and the wrist, fourteen finger phalanges and two thumb phalanges each rotate about a pivot group placed exactly on the joint. Mound, clods, grass and fog never move (their tracks hold a constant pose). The fog param (kit 'Fog' knob) sets how many opaque low-poly mist banks pool at the mound's foot and how thick they are; 0 removes them. rise, grasp and moundWidth reshape the model and the motion in the viewer only until you re-export; the GLB carries the defaults. 2,118 triangles, 23 draw-call meshes. Every material is named after its exact palette colour; the exporter writes one material slot per mesh, so 'warm white' appears once per bone mesh — recolour by material name. The sleeve material is double-sided so the torn cuff reads from above. Part ids drop the slug's hyphens (graveyardrisinghand.*) because the kit's part-id format allows only [a-z0-9] segments. glb-lint warnings are the expected ones for this build: per-mesh material clones, mound/moss and clods/pebbles bounding boxes overlapping by design, and hinged phalanges that touch no sibling mesh.
More like this
All of Graveyard →Free under the 1DesignTool 3D library license. Model #20 of 485.







