blender-mesh-ops

blender-mesh-ops is a skill for Claude Code from dcc-mcp/dcc-mcp-blender. It costs 59 tokens per session (1,175 once invoked), scanned A, original, MIT.

A Blender skill for creating and editing polygon meshes, checking their structure, cleaning them up, and managing UVs, materials, objects, and modifiers.

In plain words
What is it for?
Use it for mesh modeling, topology changes, polygon inspection, cleanup, UV creation, material assignment, object hierarchy, and modifier workflows in Blender.
Why use it?
It provides typed mesh-editing operations and checks Blender's state after changes, reducing mistakes when changing 3D models.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it for mesh modeling, topology changes, polygon inspection, cleanup, UV creation, material assignment, object hierarchy, and modifier workflows in Blender.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-blender/blender-mesh-ops
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 dcc-mcp/dcc-mcp-blender --skill blender-mesh-ops
Clone the repo
git clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-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-mesh-ops

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-blender/blender-mesh-ops"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-blender/blender-mesh-ops.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,175 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 original No closer match found 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 $0.00059 $0.01175
Opus 5 $0.00030 $0.00588
Sonnet 5 $0.00012 $0.00235
Haiku 4.5 $0.00006 $0.00118

Measured today against content hash c75775d6ece2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

blender-mesh-ops 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 today.

The scan reads SKILL.md. This mod also ships 28 executable files (scripts/add_edge_loop.py, scripts/array_instances.py, scripts/auto_uv.py, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

src/dcc_mcp_blender/skills/blender-mesh-ops/SKILL.md · 107 lines

How it starts

The opening of the file, as written. The whole thing — 107 lines — stays where its author put it; the contents beside it link to each section on GitHub.

blender-mesh-ops

Typed polygon modeling and mesh editing tools for Blender. The lightweight mesh-edit group remains active by default. The larger modeling group is inactive until requested and covers the shared DCC verbs for primitive, loft/lathe, hard-surface edits, modifiers, pivots, hierarchy, cleanup, UVs, and material assignment. Mutating modeling tools read Blender state back before reporting success.

Prefer blender-objects for object transforms and selection, blender-mesh for modifier management, blender-uv-ops for UVs, and blender-scripting only after checking this typed surface.

Solid pointed arches

create_pointed_arch creates a closed, all-quad U-shaped solid for deep door and window surrounds. Load the modeling group first. width is the clear opening, spring_height is the jamb height, rise is the pointed head rise, frame_width is horizontal jamb / vertical crown thickness, and depth is physical reveal depth. Curved head thickness is not a constant normal offset. The opening bottom center is the origin; X spans width, Z height, and the solid occupies Y=0 through Y=depth. Use object transforms to orient it on a side wall. The tool leaves selection and active object unchanged, rejects existing names, and does not cut the wall behind the opening, create glass, assign material, bevel, or unwrap UVs. Follow with the corresponding typed tools. Recess the glazing and cut the wall separately so the depth remains visible; a coplanar opaque wall can hide the entire reveal.

Component discovery

Use inspect_mesh_components before choosing vertex, edge, or face indices. It reads the original mesh in Object mode without changing selection or mode. Coordinates, centroids, and normal filters are object-local, not evaluated or world-space. The optional bounds filter tests each component's centroid.

Pages contain at most 256 records. Pass next_offset and the returned revision as expected_revision for subsequent pages, with unchanged filters. The token covers mesh identity, coordinates, normals and connectivity; changes to these reject stale paging. It is process-local, not a durable ID or an evaluated/world-space geometry revision. Discard indices after edits or reloads.

Read the full file on GitHub · 107 lines

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. today Changed · +49 lines c75775d6ece2
  2. 11d ago First seen · 58 lines · 59 tokens per session scan A d0aec561c0b4

Subscribe to this mod's changes

blender-mesh-ops is a skill published in the GitHub repository dcc-mcp/dcc-mcp-blender (30 stars, last pushed today), licensed MIT. It adds 59 tokens to every session and 1,175 once invoked, about $0.0003 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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