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.
npx skills add akaieuan/Hologram --skill glb-standardsgit clone --depth 1 https://github.com/akaieuan/HologramWrote 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/skills/akaieuan/hologram/glb-standards)<a href="https://agentmods.dev/skills/akaieuan/hologram/glb-standards"><img src="https://agentmods.dev/badge/skills/akaieuan/hologram/glb-standards/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/skills/akaieuan/hologram/glb-standards"><img src="https://agentmods.dev/badge/skills/akaieuan/hologram/glb-standards.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 | $0.00086 | $0.00997 |
| Opus 5 | $0.00043 | $0.00498 |
| Sonnet 5 | $0.00017 | $0.00199 |
| Haiku 4.5 | $0.00009 | $0.00100 |
Grade A, and why
GLB authoring standards 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 11d 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 — 88 lines — stays where its author put it; the contents beside it link to each section on GitHub.
GLB authoring standards
A GLB is a contract between the DCC that exported it and every consumer
downstream — engines, viewers, other assets. The contract only holds if it's
written down and checked on every export. This skill is the catalog of
conventions worth adopting, and how to enforce them with hologram check.
The conventions
One root. A single root node (usually an Empty carrying the asset's custom properties). Multiple roots make bone attachment, instancing, and transforms ambiguous.
Prefix naming. Pick prefixes that encode what a node is and stick to them —
e.g. SK_ skinned/skeletal, SM_ static mesh, col_ collision-only geometry,
slot_* gameplay attachment points. Consumers can then select by name instead
of guessing by shape.
Socket empties. Attachment points are Socket_* Empties parented into the
asset (grip points, mounts, muzzle, mag well). The rules that make them work:
- Store socket positions in local space relative to the asset root — never
world. Convert with
asset.matrix_world.inverted() @ socket.matrix_worldbefore persisting; don't rely on the asset sitting at the origin. - Reach-check grips. A support-hand socket the arm can't reach guarantees a bad pose: sum the arm chain's bone lengths (shoulder → forearm → hand) and keep socket-to-shoulder distance under ~95% of it. For two-handed items keep the primary-to-support grip span inside a sane band (≈ 0.20–0.50 m at human scale) — under it the hands collide, over it the arms twist.
- Never move the attachment root (the socket the engine mounts the whole asset by). Moving it shifts the entire asset relative to the hand; if the asset clips, fix the hand-side socket instead.
- Sockets moved → poses stale. Any pose authored against old socket
positions must be re-baked (
/hologram:pose-authoring).
Custom properties. Consumers shouldn't infer type from names alone — stamp
the root with explicit extras (asset class, version, category) and export with
export_extras=True.
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.
- 11d ago First seen · 88 lines · 86 tokens per session scan A c0599cd862ba
GLB authoring standards is a skill published in the GitHub repository akaieuan/Hologram (2 stars, last pushed 1mo ago), licensed MIT. It adds 86 tokens to every session and 997 once invoked, about $0.0004 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 skills, from other repositories
ux-review
Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
genre-card-party-idle
Art direction for card games, deck builders, party games, idle/incremental, educational, and rhythm game presentational spaces in Blender.
genre-narrative-vn
Art direction for visual novel, interactive movie, walking simulator, and story-driven presentation spaces in Blender.
genre-survival
Art direction for survival and survival-horror gameplay spaces in Blender emphasizing resource props, crafting readability, and tension routes.
unity-shaders
Author materials and VFX with Shader Graph, HLSL and URP/HDRP custom passes. Use when authoring URP/HDRP shaders, Shader Graph, or visual effects.
game-ui
Design HUDs, menus and diegetic interfaces with controller navigation and readability at TV distance. Use when designing HUDs, inventory menus, or controller-first interfaces.