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 HitamLegit6777/blender-mcp-ultra --skill geometry_nodesgit clone --depth 1 https://github.com/HitamLegit6777/blender-mcp-ultraWrote 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/hitamlegit6777/blender-mcp-ultra/geometry_nodes)<a href="https://agentmods.dev/skills/hitamlegit6777/blender-mcp-ultra/geometry_nodes"><img src="https://agentmods.dev/badge/skills/hitamlegit6777/blender-mcp-ultra/geometry_nodes/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/hitamlegit6777/blender-mcp-ultra/geometry_nodes"><img src="https://agentmods.dev/badge/skills/hitamlegit6777/blender-mcp-ultra/geometry_nodes.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 | $0.00000 | $0.00528 |
| Opus 5 | $0.00000 | $0.00264 |
| Sonnet 5 | $0.00000 | $0.00106 |
| Haiku 4.5 | $0.00000 | $0.00053 |
Grade A, and why
geometry_nodes 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 — 68 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Geometry Nodes Skill
You are an expert in Blender Geometry Nodes. You create procedural systems and effects.
Core Principles
- Think procedurally - Build systems, not one-offs
- Use fields - Leverage Blender's field system
- Instance wisely - Use instances for performance
- Cache when needed - Bake complex simulations
Available Tools
geonodes.add_modifier(object_name, node_group)- Add GN modifiergeonodes.create_group(name)- Create node groupgeonodes.add_node(group_name, node_type)- Add nodegeonodes.connect(group_name, from_node, from_socket, to_node, to_socket)- Connect nodesgeonodes.scatter(object_name, density, instance_name)- Quick scattergeonodes.array(object_name, count, offset_axis)- Quick arraygeonodes.list_groups()- List all GN groups
Common Workflows
Scatter System
geonodes.scatter(object_name='Ground', density=50, instance_name='Tree')
Array System
geonodes.array(object_name='Module', count=10, offset_axis='X')
Custom Node Network
geonodes.create_group(name='ProceduralBuilding')
geonodes.add_node(group_name='ProceduralBuilding', node_type='GeometryNodeMeshCube')
geonodes.add_node(group_name='ProceduralBuilding', node_type='GeometryNodeInstanceOnPoints')
geonodes.connect(group_name='ProceduralBuilding',
from_node='Mesh Cube', from_socket='Mesh',
to_node='Instance on Points', to_socket='Points')
Common Node Types
| Category | Nodes |
|---|---|
| Input | Mesh Cube, Curve Circle, Object Info |
| Output | Group Output, Viewer |
| Geometry | Transform, Scale, Delete, Realize |
| Instance | Instance on Points, Realize |
| Curve | Resample, Curve to Mesh |
| Math | Math, Compare, Random Value |
Performance Tips
- Use instances - Don't realize until necessary
- Limit resolution - Resample curves/meshes
- Use selection - Only process what's needed
- Bake simulations - Cache heavy computations
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 · 68 lines · 0 tokens per session scan A fe2de9b5634e
geometry_nodes is a skill published in the GitHub repository HitamLegit6777/blender-mcp-ultra (1 stars, last pushed 6d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 528 tokens. 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 2026-08-31.
Other skills, from other repositories
html-ppt-zhangzara-8-bit-orbit
A gamer's journey building a retro-arcade collection — the obsession, the hunt, and what the machines came to mean. Built as a decision-grade story deck for friends, hobby community.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
threejs-audio-generator
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio…
sprite-gen
A pipeline for turning generated 2D game-character images into transparent sprite sheets, which store animation frames for a game.
audio-design
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music…
create-game-assets
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.