Polyfork BrowseKitsCharactersPricingBlog

Extender Claw

remixable
drag to orbit · scroll to zoom
Clockwork Hand Adornments kit low-poly 3D kit Part of Clockwork Hand Adornments kit 47 matching parts, one palette and scale

Use it

The fastest path in three.js: one import, zero loaders. The module returns a ready THREE.Group with named parts.

import { createAsset } from './mechanical-finger-extender-claw-38a9a3.mjs';
scene.add(createAsset());
Full working example (a complete copy-paste HTML page)
<!doctype html>
<script type="importmap">
{ "imports": { "three": "https://unpkg.com/[email protected]/build/three.module.js",
               "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/" } }
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { createAsset } from './mechanical-finger-extender-claw-38a9a3.mjs';

const scene = new THREE.Scene();
scene.background = new THREE.Color(0xf3ecdc);
// Far plane at 5000: terrain blocks are 64 to 256m across and a 100m
// frustum slices them.
const camera = new THREE.PerspectiveCamera(45, innerWidth / innerHeight, 0.1, 5000);
camera.position.set(3, 2, 4);
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(innerWidth, innerHeight);
document.body.style.margin = 0;
document.body.appendChild(renderer.domElement);
scene.add(new THREE.HemisphereLight(0xffffff, 0x998877, 1.2));
const sun = new THREE.DirectionalLight(0xfff2e0, 2);
sun.position.set(4, 7, 5);
scene.add(sun);

scene.add(createAsset());
new OrbitControls(camera, renderer.domElement);
renderer.setAnimationLoop(() => renderer.render(scene, camera));
</script>

The standard route: load the GLB with GLTFLoader. The same file works in any glTF pipeline (Babylon.js, <model-viewer>, custom engines).

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

new GLTFLoader().load('./mechanical-finger-extender-claw-38a9a3.glb', (gltf) => {
  scene.add(gltf.scene); // real-world scale in meters, origin on the ground
});

Flat-shaded vertex colors on a single material: no textures to wire up, one draw call.

R3F takes any Object3D through <primitive>, and these modules return a ready THREE.Group synchronously. No useGLTF, no loader, no <Suspense>.

import { useMemo } from 'react';
import { Canvas } from '@react-three/fiber';
import { createAsset } from './mechanical-finger-extender-claw-38a9a3.mjs';

function ExtenderClaw(props) {
  const obj = useMemo(() => createAsset(props), [JSON.stringify(props)]);
  return <primitive object={obj} />;
}

<Canvas camera={{ position: [3, 2, 4] }}>
  <hemisphereLight args={[0xffffff, 0x998877, 1.2]} />
  <directionalLight position={[4, 7, 5]} intensity={2} />
  <ExtenderClaw colorway="bronzework" />
</Canvas>

Every knob is a prop. colorway="bronzework" above is one of this model's own parameters, so the component rebuilds when it changes, exactly like any other React component. More on using these in R3F.

Self-animating models, and one draw call

A model that animates itself exposes userData.tick(seconds). Drive it from R3F's own loop:

useFrame((state) => obj.userData.tick?.(state.clock.elapsedTime));

To merge a static set into a single draw call, import mergeAssets from https://polyfork.dev/cdn/merge.mjs and pass the merged group to one <primitive>.

  1. Buy the asset, then download the .glb from this page.
  2. Unity: drag the file into Assets (glTFast or UnityGLTF import it). Godot: drop it into the project, it imports natively. Blender: File → Import → glTF 2.0.
  3. Place it as-is: real-world scale in meters, origin at ground level.
  4. Materials arrive as vertex colors on one material: no texture files, nothing to relink.

Using Claude Code, Cursor or another coding agent? This site is built for them: agent-readable docs at /llms.txt and a JSON API at /api. Paste this prompt:

Your agent authenticates with an API key: create one under My assets after purchase, and it can fetch everything you own.

I own "Extender Claw" on polyfork.dev. My API key is in
the POLYFORK_KEY env var. Download it into my project and add it
to my three.js scene:

  metadata: GET https://polyfork.dev/api/assets/mechanical-finger-extender-claw-38a9a3  files:    GET https://polyfork.dev/dl/mechanical-finger-extender-claw-38a9a3.glb
            GET https://polyfork.dev/dl/mechanical-finger-extender-claw-38a9a3.mjs
  (both with header  Authorization: Bearer $POLYFORK_KEY)

Site docs for agents: https://polyfork.dev/llms.txt

Every asset in this catalog shares one identical vertex-colored material, with no textures at all. That means whole scenes collapse into a single draw call: the same result Synty-style packs get from a texture atlas, without the atlas.

import { mergeAssets } from 'https://polyfork.dev/cdn/merge.mjs';

// position your assets first, then:
const { merged, dynamic } = mergeAssets([
  terrain, tree, rock,
  asset,
]);
scene.add(merged);                  // ONE draw call, static
dynamic.forEach(d => scene.add(d)); // rigged parts, still movable

Placing many copies of one model? Use THREE.InstancedMesh instead: one draw call and even less memory. The landing page's forest demo ends with exactly this merge.

Extender ClawPro

Subscribe and download every asset on Polyfork, this one included, plus every new one: 296 new assets in the last 7 days.

or $149/year · what is included

Founders Clubbest deal $100once

One-time purchase, no renewal. Every kit and every asset, current and future.

CTJRPISW+51

4 of 100 seats left

A grabber claw that replaces the whole hand: a brass socket collar on the wrist cut, an iron barrel body continuing the forearm, and three or four serrated claw fingers at its end, two of them following the thumb and the index so the pinch closes the claw. Part of the Clockwork Hand Adornments kit.

  • 2,334 triangles · 1 material
  • 0.08 × 0.05 × 0.17 m, real-world scale
  • GLB (251 KB) + drop-in ES module
  • The viewer here is preview quality: the download is the full-detail file
  • Commercial license: games, apps, client work, anything. No attribution required. (No reselling the raw assets, and no building a commercial asset generator from them.)

Related assets

Mechanical Finger Extender Rod low-poly 3D model
Mechanical Finger Extender Rod
810 tris
Mechanical Finger Extender Gripper low-poly 3D model
Mechanical Finger Extender Gripper
902 tris
Articulated Claw Finger low-poly 3D model
Articulated Claw Finger
911 tris
Mechanical Finger Extender Tool Bit low-poly 3D model
Mechanical Finger Extender Tool Bit
786 tris
Base Hand low-poly 3D model
Base Hand
3,000 tris
Hand Lantern low-poly 3D model
Hand Lantern
1,224 tris
Polyfork

Sign in

One account for your purchases and downloads.

Continue with Google
or

No password needed: the link signs you in directly.