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 agentmods add skills/fullstacktard/claude-workflow/meshy-auto-rignpx skills add fullstacktard/claude-workflow --skill meshy-auto-riggit clone --depth 1 https://github.com/fullstacktard/claude-workflowWrote 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/fullstacktard/claude-workflow/meshy-auto-rig)<a href="https://agentmods.dev/skills/fullstacktard/claude-workflow/meshy-auto-rig"><img src="https://agentmods.dev/badge/skills/fullstacktard/claude-workflow/meshy-auto-rig.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 | $0.00064 | $0.02226 |
| Opus 5 | $0.00032 | $0.01113 |
| Sonnet 5 | $0.00013 | $0.00445 |
| Haiku 4.5 | $0.00006 | $0.00223 |
Grade B, and why
meshy-auto-rig scanned grade B with 2 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 4d 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.
Sends data to an external URLmediumData exfiltration
A POST to an outside endpoint may be telemetry or may be exfiltration; either way the mod talks to somewhere, and you should know where.
const response = await fetch("https://api.meshy.ai/openapi/v1/rigging", { method: "POST", Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
const riggedRes = await fetch(status.result.rigged_character_glb_url); How it starts
The opening of the file, as written. The whole thing — 303 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Meshy Auto-Rigging Skill
Auto-rig 3D character models using the Meshy AI API. Converts static GLB/FBX models into rigged characters with walk and run animations.
When to Use This Skill
- Converting static 3D models to animated characters
- Adding skeletal rigging to humanoid models
- Generating walk/run animation cycles
- Preparing models for Three.js/React Three Fiber animation
- Batch processing multiple character models
Prerequisites
- Meshy API Key: Get one at https://www.meshy.ai/api (free tier available)
- Input model: GLB or FBX format, ideally a humanoid character in T-pose
Environment Setup
Set your API key before running:
export MESHY_API_KEY="your_key_here"
API Reference
Base URL
https://api.meshy.ai/openapi/v1
Create Rigging Task
Endpoint: POST /rigging
const response = await fetch("https://api.meshy.ai/openapi/v1/rigging", {
method: "POST",
headers: {
Authorization: `Bearer ${MESHY_API_KEY}`,
"Content-Type": "application/json",
},
body: JSON.stringify({
model_url: modelUrl, // URL or base64 data URI
height_meters: 1.7, // Normalize height (important for consistent scaling)
}),
});
const { result: taskId } = await response.json();
Parameters:
| Parameter | Type | Required | Description |
|---|---|---|---|
model_url |
string | Yes | URL to model or base64 data URI |
height_meters |
number | No | Target height in meters (normalizes scale) |
Poll for Completion
Endpoint: GET /rigging/{taskId}
const status = await fetch(`https://api.meshy.ai/openapi/v1/rigging/${taskId}`, {
headers: { Authorization: `Bearer ${MESHY_API_KEY}` },
}).then(r => r.json());
Response Fields:
| Field | Type | Description |
|---|---|---|
status |
string | PENDING, IN_PROGRESS, SUCCEEDED, FAILED, EXPIRED |
progress |
number | 0-100 completion percentage |
result |
object | Contains output URLs on success |
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.
- 4d ago First seen · 303 lines · 64 tokens per session scan B c1e215f03d0f
meshy-auto-rig is a skill published in the GitHub repository fullstacktard/claude-workflow (14 stars, last pushed 5mo ago), licensed MIT. It adds 64 tokens to every session and 2,226 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it B with 2 findings (sends data to an external url, makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-01.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…