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 CheshireJCat/blender --skill texture-driven-mesh-fittinggit clone --depth 1 https://github.com/CheshireJCat/blenderWrote 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/cheshirejcat/blender/texture-driven-mesh-fitting)<a href="https://agentmods.dev/skills/cheshirejcat/blender/texture-driven-mesh-fitting"><img src="https://agentmods.dev/badge/skills/cheshirejcat/blender/texture-driven-mesh-fitting.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 | $0.00070 | $0.00595 |
| Opus 5 | $0.00035 | $0.00298 |
| Sonnet 5 | $0.00014 | $0.00119 |
| Haiku 4.5 | $0.00007 | $0.00060 |
Grade A, and why
texture-driven-mesh-fitting 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.
This is a copy
89% identical to texture-driven-mesh-fitting — 2 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.
How it starts
The opening of the file, as written. The whole thing — 53 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Texture-Driven Mesh Fitting
This skill fixes the common failure: a texture is mapped correctly, but the mesh silhouette underneath is wrong. The mesh adapts to the source contour; the texture is not stretched to hide a wrong mesh.
Preconditions
- Structural parts are segmented (
source-part-segmentation). - Each part has a contour/mask and, if textured, an atlas region (
atlas-uv-fitting). - The object is source-locked in front X/Z before depth is added.
- Canonical view policy is resolved (
multiview-constraint-solver) if views conflict.
Workflow
- Extract source contour from the texture/wireframe region.
- Extract current mesh boundary in the same projected coordinate space.
- Build ordered contour correspondence by arc length, named landmarks, or seam/control points.
- Move boundary vertices to source contour positions.
- Move interior vertices by smooth interpolation, piecewise-affine warp, or thin-plate-spline style deformation.
- Preserve UV parameterization by remapping boundary-fitted local coordinates into the atlas rectangle.
- Re-render overlay; do not proceed to look-dev until texture-region silhouette passes.
Acceptance gates
- Per-part source/product bbox center and size within tolerance.
- Boundary maximum sample error below tolerance after normalization.
- Texture atlas region does not visibly bleed outside the fitted mesh in front view.
- Named landmarks (
leaf_tip,base_left,base_right,face_corner, etc.) passlandmark-fit-repair.
Hard rules
- If a texture crop has a different silhouette than the mesh, reshape the mesh first.
- Do not use global UV stretching to hide geometry mismatch.
- Boundary fitting must happen before side-depth/crown deformation.
- Do not tune material/light to compensate for geometry/UV misfit.
Scripts
scripts/contour_correspondence_report.pyreports bbox, centroid, and sampled contour deltas between a source mask and a render/object mask.
Sources distilled
- Piecewise-affine/landmark warping gives a practical mesh deformation model.
- Thin-plate-spline style deformation is appropriate for smooth mascot/logo surfaces when landmarks are sparse.
- Blender mesh vertices/UV layers can be edited directly; BMesh is useful for cleanup after deformation.
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.
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 · 53 lines · 70 tokens per session scan A 4400aeb5c9e0
texture-driven-mesh-fitting is a skill published in the GitHub repository CheshireJCat/blender (26 stars, last pushed 18d ago), licensed MIT. It adds 70 tokens to every session and 595 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to texture-driven-mesh-fitting, differing in 2 lines, and is treated as a copy.
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