blender-modeling

blender-modeling is a skill for Claude Code from CheshireJCat/blender. It costs 173 tokens per session (3,697 once invoked), scanned A, a copy of blender-modeling, MIT.

A guide for creating and changing 3D shapes in Blender, from basic primitives to hard-surface objects, organic blockouts, repeated structures, and cutouts.

In plain words
What is it for?
Use it to model props, vehicles, buildings, pipes, bottles, fences, characters in rough form, and objects with holes or repeated parts.
Why use it?
It provides repeatable modeling approaches for common object types instead of requiring every shape to be built from scratch.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to model props, vehicles, buildings, pipes, bottles, fences, characters in rough form, and objects with holes or repeated parts.

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Install with agentmods
npx agentmods add skills/cheshirejcat/blender/blender-modeling
Install

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.

Any agent
npx skills add CheshireJCat/blender --skill blender-modeling
Clone the repo
git clone --depth 1 https://github.com/CheshireJCat/blender

Made for: Claude Code.

Wrote 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.

agentmods badge for blender-modeling

README.md
[![agentmods](https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-modeling/github.svg)](https://agentmods.dev/skills/cheshirejcat/blender/blender-modeling)
Your own site
<a href="https://agentmods.dev/skills/cheshirejcat/blender/blender-modeling"><img src="https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-modeling/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.

agentmods 80×15 button for blender-modeling

Your own site · 80×15
<a href="https://agentmods.dev/skills/cheshirejcat/blender/blender-modeling"><img src="https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-modeling.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 173 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,697 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 95% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00173 $0.03697
Opus 5 $0.00086 $0.01849
Sonnet 5 $0.00035 $0.00739
Haiku 4.5 $0.00017 $0.00370

Measured 10d ago against content hash 394af3a846eb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

blender-modeling 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 10d 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.

Origin

This is a copy

95% identical to blender-modeling — 6 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/create-3d-model/references/modules/blender-modeling/SKILL.md · 365 lines

How it starts

The opening of the file, as written. The whole thing — 365 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender Modeling

Create geometry in Blender via natural language. Emit small Python chunks through blender_python; the patterns below cover the common 80%.

Decision tree

What kind of geometry?
├── Hard-surface (vehicles, weapons, architecture, props)
│   → Cube primitive + Bevel + SubSurf modifier stack
│   → See "Hard-surface stack" recipe
│
├── Organic (characters, creatures, plants — block-out only)
│   → Ico Sphere + sculpting (or Voxel Remesh for shape)
│   → For sculpting strokes, redirect: it's gestural, not text-driven
│
├── Architectural / repeating (fences, columns, tile)
│   → Plane/Cube + Array modifier (+ Curve modifier for paths)
│   → See "Array along curve" recipe
│
├── Cylindrical (pipes, columns, bottles)
│   → Cylinder primitive, or Curve + bevel_object
│   → See "Sweep along path" — covered in wireframe-to-3d if needed
│
├── Holes / cuts in existing geometry
│   → Boolean modifier (DIFFERENCE)
│   → See "Boolean cut" recipe
│
└── Quick block-out from primitives only
    → Multiple primitive_*_add calls
    → See "Block-out scene" recipe

Code-execution rules (recap)

  • Each blender_python call gets a fresh Python namespace. Re-import everything; identify objects by bpy.data.objects['name'].
  • Always name objects with GEO- prefix. Never leave Cube.027.
  • Print structured output back so you can parse results.
  • Chunk long sequences into multiple calls.

Recipes

Critical: axis orientation for elongated objects

For any elongated/asymmetric subject (sword blade, knife, bottle, plank, bone, screwdriver tip, etc.), three axes have different meaning:

  • Long axis — the length of the object (78cm for a sword blade)
  • Broad axis — the wider face axis, what's visible from the "useful" viewing angle (4.5cm for a blade — the flat side you'd lay on a table)
  • Thin axis — the narrower cross-section axis (0.8cm for a blade — the cutting edge)

Always orient elongated objects so the broad axis faces the camera in hero shots. A sword viewed edge-on (camera looking down the thin axis) renders as a thin pole and looks nothing like a sword. The recipes below use this convention:

Read the full file on GitHub · 365 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

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.

  1. 10d ago First seen · 365 lines · 173 tokens per session scan A 394af3a846eb

Subscribe to this mod's changes

blender-modeling is a skill published in the GitHub repository CheshireJCat/blender (26 stars, last pushed 21d ago), licensed MIT. It adds 173 tokens to every session and 3,697 once invoked, about $0.0009 per session on Opus 5. A static security scan graded it A with 0 findings. It is 95% identical to blender-modeling, differing in 6 lines, and is treated as a copy.

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