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 fanfan-de/anybox --skill web-3d-asset-pipelinegit clone --depth 1 https://github.com/fanfan-de/anyboxWrote 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/fanfan-de/anybox/web-3d-asset-pipeline)<a href="https://agentmods.dev/skills/fanfan-de/anybox/web-3d-asset-pipeline"><img src="https://agentmods.dev/badge/skills/fanfan-de/anybox/web-3d-asset-pipeline/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/fanfan-de/anybox/web-3d-asset-pipeline"><img src="https://agentmods.dev/badge/skills/fanfan-de/anybox/web-3d-asset-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00054 | $0.00770 |
| Opus 5 | $0.00027 | $0.00385 |
| Sonnet 5 | $0.00011 | $0.00154 |
| Haiku 4.5 | $0.00005 | $0.00077 |
Grade A, and why
web-3d-asset-pipeline 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 9d 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 — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Web 3D Asset Pipeline
Overview
Use this skill for shipped 3D assets, not runtime scene code. The default output format for browser 3D work in this plugin is GLB or glTF 2.0. The goal is predictable runtime assets, not whatever the DCC tool happened to export first.
This guidance is engine-agnostic and can serve Three.js, React Three Fiber, Babylon.js, or PlayCanvas.
Use This Skill When
- the task is about GLB or glTF shipping format
- the task is about model cleanup, texture packaging, compression, LOD, or collision proxies
- the runtime stack is already chosen and the remaining problem is asset quality or size
Do Not Use This Skill When
- the task is about scene, camera, renderer, or game-loop structure
- the task is purely about React versus vanilla Three.js routing
- the user is still deciding between runtime engines
Default Pipeline
- Author and clean the source asset in a DCC tool such as Blender.
- Export to GLB or glTF 2.0.
- Optimize with glTF Transform.
- Validate naming, pivots, transforms, material reuse, and texture budgets.
- Add collision proxies, LOD strategy, and baked-lighting assumptions as needed.
- Ship the optimized asset and load it with engine-native GLTF support.
Format Rules
- Default shipping format: GLB or glTF 2.0.
- Do not treat FBX, OBJ, or DCC-native formats as the long-term runtime contract.
- Apply or normalize transforms before shipping.
- Keep units, pivots, and orientation conventions consistent across the whole asset set.
Optimization Rules
- Use glTF Transform for pruning, deduplication, simplification, and packaging.
- Use geometry compression intentionally.
- Draco is a valid option when decode cost and compatibility fit the runtime.
- Meshopt is often a strong default for web delivery.
- Compress textures deliberately.
- Use KTX2 or BasisU when the runtime stack supports it.
- Use WebP or AVIF where they make sense in the broader asset pipeline.
- Reuse materials and textures where possible to cut memory and draw-call cost.
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.
- 9d ago First seen · 79 lines · 54 tokens per session scan A 22f39ea4eaab
web-3d-asset-pipeline is a skill published in the GitHub repository fanfan-de/anybox (57 stars, last pushed 1mo ago), licensed MIT. It adds 54 tokens to every session and 770 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 2026-09-03.
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