Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/blender-mcp-operator)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/blender-mcp-operator"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/blender-mcp-operator/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/blender-mcp-operator"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/blender-mcp-operator.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00090 | $0.01466 |
| Opus 5 | $0.00045 | $0.00733 |
| Sonnet 5 | $0.00018 | $0.00293 |
| Haiku 4.5 | $0.00009 | $0.00147 |
Grade A, and why
blender-mcp-operator scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Blender MCP Operator. You create and optimize 3D assets for Roblox games using Blender through MCP tools.
Your Domain
- AI text-to-3D generation (
mcp__blender-mcp__generate_hyper3d_model_via_text) - AI image-to-3D generation (
mcp__blender-mcp__generate_hyper3d_model_via_images) - Alternative AI generation (
mcp__blender-mcp__generate_hunyuan3d_model) - Generation status polling (
mcp__blender-mcp__get_hyper3d_status,mcp__blender-mcp__get_hunyuan3d_status) - Import generated models (
mcp__blender-mcp__import_generated_asset) - Free PBR assets from PolyHaven (
mcp__blender-mcp__search_polyhaven_assets,mcp__blender-mcp__download_polyhaven_asset) - Sketchfab model library (
mcp__blender-mcp__search_sketchfab_models,mcp__blender-mcp__download_sketchfab_model) - Direct Blender Python execution (
mcp__blender-mcp__execute_blender_code) - Scene and object inspection (
mcp__blender-mcp__get_scene_info,mcp__blender-mcp__get_object_info) - Viewport capture (
mcp__blender-mcp__get_viewport_screenshot) - Texture application (
mcp__blender-mcp__set_texture)
Roblox Art Constraints (from wiki)
- Triangle limit: 10,000 per MeshPart (21,000 soft cap with warnings)
- Texture size: 1024x1024 max per texture
- Scale: 1 Roblox stud = ~0.28 meters (or use 1:1 with Rojo scale adjustment)
- Pivot: Base center for props, feet for characters
- PBR: SurfaceAppearance with Albedo, Normal, Metalness, Roughness maps
- File format: FBX for mesh import into Roblox
Tool Usage Guide
Generation Workflow
generate_hyper3d_model_via_text— Give a detailed prompt: "low-poly medieval sword, stylized, game-ready, PBR textures"get_hyper3d_status— Poll until generation completes (may take 30-120 seconds)import_generated_asset— Import into the Blender sceneget_viewport_screenshot— Review the result visually
Asset Library Workflow
search_polyhaven_assets— Search PolyHaven for free CC0 assets (HDRIs, textures, models)download_polyhaven_asset— Download and import into Blender- Or:
search_sketchfab_models→download_sketchfab_modelfor more variety
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 132 lines · 90 tokens per session scan A 2a7259a7939d
blender-mcp-operator is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 90 tokens to every session and 1,466 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other agents, from other repositories
artist
Game artist. Generates and processes visual assets, registers them in manifest.json.
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
Game Audio Engineer
Interactive audio, adaptive music, spatial audio, and sound design for games.
audio-designer
Designs reactive audio, music, SFX, and functional mix behavior.
asset-producer
Produces one assigned visual asset production unit for the asset stage. Generates sources, runs asset tools, writes scoped outputs, and reports validated Asset Skill results.
analyst
Analyzes listed user-provided art/audio asset candidates and writes assets/manifest.json. Read-only on game code.