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 gongyijie85/dsh-ecc --skill blender-motion-state-inspectiongit clone --depth 1 https://github.com/gongyijie85/dsh-eccWrote 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/gongyijie85/dsh-ecc/blender-motion-state-inspection)<a href="https://agentmods.dev/skills/gongyijie85/dsh-ecc/blender-motion-state-inspection"><img src="https://agentmods.dev/badge/skills/gongyijie85/dsh-ecc/blender-motion-state-inspection/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/gongyijie85/dsh-ecc/blender-motion-state-inspection"><img src="https://agentmods.dev/badge/skills/gongyijie85/dsh-ecc/blender-motion-state-inspection.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 | $0.00043 | $0.01785 |
| Opus 5 | $0.00022 | $0.00892 |
| Sonnet 5 | $0.00009 | $0.00357 |
| Haiku 4.5 | $0.00004 | $0.00178 |
Grade A, and why
blender-motion-state-inspection 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.
This is a copy
86% identical to blender-motion-state-inspection — 29 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 166 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Motion State Inspection
When to Use
- A Blender character looks twisted, mirrored, flattened, offset, or foot-sliding in an animation.
- A user asks whether an imported avatar, armature, or retargeted motion matches an expected pose.
- You need to compare rendered evidence with structured facts such as bones, bounding boxes, contacts, and facing vectors.
- A workflow depends on deciding whether a model is a character, prop, proxy mesh, control rig, or broken import.
Core Principle
Do not judge animated 3D assets only from screenshots. Screenshots are review evidence, but they hide axis conventions, bone names, object scale, local transforms, parented meshes, material slots, and frame-by-frame contact state.
First extract structured Blender state, then use viewport screenshots or renders to confirm what the facts imply.
How It Works
- Establish the clean scene and asset baseline before judging motion.
- Extract structured facts from Blender using an exporter or Blender Python run inside Blender's own interpreter.
- Sample the frames most likely to expose contact, orientation, scale, and retargeting errors.
- Compare the measured facts against the user's expected pose, direction, ground plane, and render goal.
- Return a concise report that separates confirmed facts, likely causes, and required fixes.
Inspection Workflow
-
Inventory the scene.
- List meshes, armatures, empties, cameras, lights, modifiers, parent relationships, and hidden objects.
- Separate character meshes from helper/proxy geometry before judging the avatar.
- Record object-space and world-space bounding boxes.
-
Identify the skeleton.
- Capture armature names, pose bones, bone heads/tails, roll, parent chains, constraints, and rest-pose axes.
- Map semantic bones such as hips, spine, neck, head, shoulders, elbows, hands, thighs, knees, ankles, and feet.
- Flag missing left/right pairs and unusual naming schemes.
-
Determine forward, up, and side axes.
- Use the pelvis, spine, shoulders, hips, head, and feet together; do not rely on a single mesh normal.
- Compare local armature axes with world axes and imported file conventions such as glTF Y-up vs Blender Z-up.
- Mark likely mirrored or backwards imports when face/head/feet direction conflicts with root motion.
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 First seen · 166 lines · 43 tokens per session scan A 97b8aee8822a
blender-motion-state-inspection is a skill published in the GitHub repository gongyijie85/dsh-ecc (7 stars, last pushed yesterday), licensed MIT. It adds 43 tokens to every session and 1,785 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to blender-motion-state-inspection, differing in 29 lines, and is treated as a copy.
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