JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdn.jsdelivr.net/npm/three@0.125.2/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.125.2/examples/js/loaders/GLTFLoader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.125.2/examples/js/controls/OrbitControls.js"></script>

CSS

body {
	  margin: 0;
}

JavaScript

let camera, scene, renderer, clock, rightArm;
let geo, mat, box;

init();
animate();

function init() {

	camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 10 );
	camera.position.set( 2, 2, - 2 );
	
	clock = new THREE.Clock();

	scene = new THREE.Scene();
	scene.background = new THREE.Color( 0xffffff );

	const light = new THREE.HemisphereLight( 0xbbbbff, 0x444422 );
	light.position.set( 0, 1, 0 );
	scene.add( light );

	// model
	const loader = new THREE.GLTFLoader();
	loader.load( 'https://threejs.org/examples/models/gltf/Soldier.glb', function ( gltf ) {

		const model = gltf.scene;
		
		rightArm = model.getObjectByName( 'mixamorigRightArm' );
		scene.add( model );
  
	} );
  
  let size = 1;
	geo = new THREE.BoxGeometry( size, size, size);
	mat = new THREE.MeshBasicMaterial( { color: 'red', wireframe: false } );
	box = new THREE.Mesh( geo, mat );
  scene.add(box);
  rightArm.bind(box);

  
	renderer = new THREE.WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth, window.innerHeight );
	renderer.outputEncoding = THREE.sRGBEncoding;
	document.body.appendChild( renderer.domElement );

	window.addEventListener( 'resize', onWindowResize, false );

	const controls = new THREE.OrbitControls( camera, renderer.domElement );
	controls.target.set( 0, 1, 0 );
	controls.update();

}

function onWindowResize() {

	camera.aspect = window.innerWidth / window.innerHeight;
	camera.updateProjectionMatrix();

	renderer.setSize( window.innerWidth, window.innerHeight );

}

function animate() {

	requestAnimationFrame( animate );
	
	const t = clock.getElapsedTime();

	if ( rightArm ) {
	
		rightArm.rotation.z += Math.sin( t ) * 0.05;
	
	}

	renderer.render( scene, camera );

}