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 dcc-mcp/dcc-mcp-blender --skill blender-interchangegit clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-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/dcc-mcp/dcc-mcp-blender/blender-interchange)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-blender/blender-interchange"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-blender/blender-interchange/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/dcc-mcp/dcc-mcp-blender/blender-interchange"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-blender/blender-interchange.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 | $0.00052 | $0.01278 |
| Opus 5.5 | $0.00021 | $0.00511 |
| Sonnet 5.5 | $0.00010 | $0.00256 |
| Haiku 4.5 | $0.00005 | $0.00128 |
Grade A, and why
blender-interchange 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 24d 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 — 108 lines — stays where its author put it; the contents beside it link to each section on GitHub.
blender-interchange
Typed import/export tools for Blender scene interchange. Load this skill when a
workflow needs asset import (FBX, OBJ, USD), GLTF/USD/Alembic export, or batch
export. Existing blender-geometry exposes FBX/OBJ export names and delegates
to the same implementation.
Tools
| Tool | Category | Description |
|---|---|---|
import_file |
Import | Import FBX or OBJ files with format auto-detection |
import_fbx |
Import | Import FBX files with Blender's FBX importer |
import_obj |
Import | Import OBJ files with Blender's OBJ importer |
import_usd |
Import | Import USD files (.usd/.usda/.usdc/.usdz) with typed options — meshes, materials, cameras, lights, textures |
export_gltf |
Export | Export to GLTF/GLB for game engines and web (see GLTF export vertex counts) |
export_usd |
Export | Export to USD for pipeline interchange |
export_alembic |
Export | Export to Alembic with optional frame range |
batch_export |
Export | Run multiple exports with optional preset |
Prefer blender-export-preset for reusable export settings, blender-shot-export
for camera/shot metadata, and blender-scripting only after checking typed
interchange tools.
Native operator options
Options use the current host's RNA names. Represent enum flags as JSON arrays,
for example {"object_types": ["MESH"], "bake_anim": false} for FBX batch
export. Scalar enums remain strings. The adapter converts enum flags to native
sets while retaining JSON arrays in export receipts and stored presets.
Unknown names, invalid values, unfinished operators and missing output files return failure. Requested options are never dropped or retried with defaults. OBJ's basic writer is used only when no native OBJ exporter exists and no options were requested.
Typed USD import_textures maps to import_textures_mode (IMPORT_PACK or
IMPORT_NONE). Typed import_subdiv maps to the host's import_subdiv (4.5)
or import_subdivision (5.2) RNA property.
What ships with it
10 files 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.
- scripts/batch_export.py 405 B runs code
- scripts/export_alembic.py 411 B runs code
- scripts/export_gltf.py 406 B runs code
- scripts/export_usd.py 395 B runs code
- scripts/import_alembic.py 417 B runs code
- scripts/import_fbx.py 400 B runs code
- scripts/import_file.py 415 B runs code
- scripts/import_obj.py 400 B runs code
- scripts/import_usd.py 399 B runs code
- tools.yaml 10 KB
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.
- 24d ago Changed · +16 lines e64e1594a088
- 27d ago Changed · +25 lines 9046f151fe39
- 1mo ago First seen · 67 lines · 52 tokens per session scan A b1dea2c95c31
blender-interchange is a skill published in the GitHub repository dcc-mcp/dcc-mcp-blender (51 stars, last pushed today), licensed MIT. It adds 52 tokens to every session and 1,278 once invoked, about $0.0002 per session on Opus 5.5. 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.
Other skills, from other repositories
blender-bridge
Operate Blender Agent Bridge through its stable five-tool MCP gateway for scene inspection, modeling, materials, rigging, animation, simulation, rendering, external assets, trusted scripts, and preview decisions. Use whenever an agent must work in a live Blender scene through Blender Bridge, especially when only…
blender-reference-modeling
Build, compare, review, or repair a Blender model against an actual supplied image, photograph, concept, or visual reference using adaptive decomposition, measurable proportions, evidence scoring, and bounded repair. Use only when the request explicitly concerns model creation or quality against visual form criteria…
blender-retopology
Improve Meshy, Tripo or other existing Blender meshes with deliberate editable topology, source-preserving cleanup, reduction, remeshing or reference-derived reconstruction, followed by geometry and appearance checks. Use for dense generated meshes, human-style edge flow, hard-surface rebuilding or character…
blender-asset-validation
Inspect and validate Blender assets technically and visually. Use for .blend, .glb, .gltf, .fbx, or .obj quality checks; topology and export review; evaluated triangle/material/hierarchy metrics; standardized multiview renders; fresh-import verification; or evidence-backed review of an agent-generated mesh.
maya-import-to-scene
Pipeline stage — structured asset import. Consume an AssetDescriptor produced by maya-asset-source and import the asset (FBX, OBJ, USD) into the current Maya scene via cmds.file(). Handles axis/unit conversion, MaterialMode, PlacementHint, and optional target collection grouping. Returns an ImportToSceneResult with…
usd-tools
Infrastructure skill — low-level OpenUSD scene inspection and validation: read layer stacks, traverse prims, validate USD schemas. Use when working directly with raw USD files (usda, usdc, usdz) or verifying USD compliance. Not for Maya-specific USD export — use maya-pipelineexportusd for that. Not for full DCC…