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-rigginggit 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-rigging)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-blender/blender-rigging"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-blender/blender-rigging/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-rigging"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-blender/blender-rigging.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 | $0.00056 | $0.01075 |
| Opus 5.5 | $0.00022 | $0.00430 |
| Sonnet 5.5 | $0.00011 | $0.00215 |
| Haiku 4.5 | $0.00006 | $0.00108 |
Grade A, and why
blender-rigging 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 — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.
blender-rigging
Typed rigging tools for Blender armatures and character setup. Load this skill when creating armatures or bones, binding meshes, adding constraints, creating shape keys or drivers, or copying pose/action data between compatible rigs.
Prefer blender-pose-library for saving and loading reusable poses,
blender-animation for keyframe editing and baking, and blender-scripting
only after checking this typed surface.
Inspect and pose an existing rig
Use inspect_armature to read the hierarchy, armature-space rest data, current
local channels, evaluated armature-space pose matrices, and bounded constraint
summaries. max_bones limits the returned bones. For a specific subset, pass
bone_names. Skin summaries require explicit mesh_names with an Armature
modifier targeting that rig; the deterministic vertex-index prefix is a sample
unless scan_complete is true. The summary covers deform-bone vertex groups,
not envelope deformation or a proof of animation quality.
set_pose_bone_transforms applies a batch of absolute, rest-relative local
RNA channels. Location uses scene units, Euler angles use radians, and unit
quaternions use [w, x, y, z]. Euler order defaults to XYZ; quaternion input
selects QUATERNION. Omitted channels remain unchanged. Euler and quaternion
inputs are mutually exclusive. Each scale component must have absolute value
at least 1e-6; all numeric components must be finite with absolute value at
most 1e6. Every bone and input is validated before mutation.
The update uses data APIs without changing selection, mode, frame, constraints,
or keyframes, and supports headless Blender. Leave armature Edit mode first.
After dependency evaluation it checks channel readback against the requested
values or their exact 32-bit float representation and returns actual values and
evaluated matrices. Constraints can make the evaluated pose differ from the
requested local channels. Drivers that overwrite channels cause failure.
An application or readback failure attempts to restore all original channels;
the error explicitly reports rolled_back and rollback_errors. Inspect the
rig before retrying. Use blender-animation separately for keyframes.
What ships with it
12 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/add_constraint.py 408 B runs code
- scripts/add_shape_key.py 407 B runs code
- scripts/bind_mesh_to_armature.py 438 B runs code
- scripts/create_armature.py 405 B runs code
- scripts/create_bone.py 409 B runs code
- scripts/inspect_armature.py 395 B runs code
- scripts/mirror_bones.py 410 B runs code
- scripts/retarget_animation.py 440 B runs code
- scripts/set_constraint_properties.py 455 B runs code
- scripts/set_driver.py 398 B runs code
- scripts/set_pose_bone_transforms.py 395 B runs code
- tools.yaml 17 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.
- 11d ago Changed · +18 lines 6b9a94154064
- 23d ago Changed · +29 lines · +9 tokens per session 49393bc36596
- 1mo ago First seen · 50 lines · 47 tokens per session scan A 16939ed5a637
blender-rigging is a skill published in the GitHub repository dcc-mcp/dcc-mcp-blender (50 stars, last pushed yesterday), licensed MIT. It adds 56 tokens to every session and 1,075 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…