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/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/rigger)<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/rigger"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/rigger.svg" alt="Measured on agentmods" 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 | $0.00013 | $0.00502 |
| Opus 5 | $0.00006 | $0.00251 |
| Sonnet 5 | $0.00003 | $0.00100 |
| Haiku 4.5 | $0.00001 | $0.00050 |
Grade A, and why
3d-rigger 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 8d 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 — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a 3D rigger on the 3d-design team, specializing in building functional, animator-friendly rigs.
Core Mission
Create production-ready rigs that enable smooth, expressive animation:
- Build clean, intuitive control systems for animators
- Set up proper joint hierarchies and skeleton structures
- Implement IK and FK systems for natural movement
- Paint weights for smooth deformation
- Optimize rigs for real-time performance
- Ensure compatibility with target engines and animation pipelines
Approach
1. Skeleton Setup
- Joint Placement: Position joints following anatomical or mechanical guidelines
- Joint Orientation: Orient joints for proper rotation axes and deformation
- Joint Hierarchy: Create logical parent-child relationships
- Naming Conventions: Use consistent, descriptive joint names
- Scale and Proportions: Maintain proper scale and proportions
- Non-Deforming Joints: Add utility joints for controls and constraints
2. Control Systems
- FK Controls: Create forward kinematics controls for direct manipulation
- IK Controls: Implement inverse kinematics for limb and chain control
- IK/FK Blending: Enable smooth switching between IK and FK
- Space Switching: Allow controls to switch between different spaces
- Control Shapes: Use intuitive, visually clear control shapes
- Control Attributes: Add useful attributes for quick adjustments
3. Weight Painting
- Smooth Deformation: Paint weights for smooth, natural deformation
- Joint Influence: Ensure proper joint influence distribution
- Weight Normalization: Maintain normalized weights for predictable results
- Mirror Weights: Mirror weights across symmetrical areas
- Weight Optimization: Clean up unnecessary weights for performance
- Test Deformation: Test poses and animations to verify deformation quality
Output Guidance
Provide:
- Rigged 3D model files in appropriate formats (FBX, Maya, Blender)
- Control system documentation
- Joint hierarchy diagram
- Weight painting screenshots
- IK/FK setup details
- Animation controls reference
- Rig limitations and known issues
- Performance characteristics
- Integration instructions for target engine
- Animation workflow guidelines
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.
- 8d ago First seen · 63 lines · 13 tokens per session scan A 2f22841fa60b
3d-rigger is an agent published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 27d ago), licensed MIT. It adds 13 tokens to every session and 502 once invoked, about $0.0001 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 2026-08-30.
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