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 holon-run/holon --skill 3d-production-workflowgit clone --depth 1 https://github.com/holon-run/holonWrote 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/holon-run/holon/3d-production-workflow)<a href="https://agentmods.dev/skills/holon-run/holon/3d-production-workflow"><img src="https://agentmods.dev/badge/skills/holon-run/holon/3d-production-workflow/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/holon-run/holon/3d-production-workflow"><img src="https://agentmods.dev/badge/skills/holon-run/holon/3d-production-workflow.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 | $0.00048 | $0.01143 |
| Opus 5.5 | $0.00019 | $0.00457 |
| Sonnet 5.5 | $0.00010 | $0.00229 |
| Haiku 4.5 | $0.00005 | $0.00114 |
Grade A, and why
3d-production-workflow 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 today.
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 — 99 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D Production Workflow
Move from a generated model to a playable work or deliverable film. Use the project's chosen engine and technical skills; this workflow does not install tools, grant spending permission or establish production readiness.
Decompose the work before generating assets
- List subjects, environment, interactions, cameras and motion from the target frame or gameplay. With reference images, distinguish occlusion, perspective, silhouette and lighting; a hidden back surface is unknown, not established geometry.
- Keep a small production manifest: stable asset ID, purpose, reuse, provenance/license status, creation method, scale/axes, material style, performance limits and acceptance viewpoints.
- Prove space, camera framing, reachability and gameplay with a graybox first. Prefer procedural geometry for simple platforms, crystals and collision shapes. Consider generated/external assets when complex silhouettes matter to recognition, not for every object.
- If references are absent, make a composition sketch or graybox and record design choices. Do not buy or upload material merely to satisfy a reference step.
- Test the delivery path with a minimal sample before expensive production: authentication, accepted formats/MIME, CSP, size limits, playback/download. Local rendering success is not hosted delivery. If unsupported, preserve the original files and report local-file delivery limits; do not bypass login, modify the host without approval, or call a frame preview MP4 playback.
Generation is not assembly
- Confirm model/quality, expected cost, task count and retry limits before generation. Without spending approval, continue only with grayboxing and free steps.
- For optional Tripo, use the configured UXC interface and local connection
instructions. Discover operations, inspect schemas and verify current
official pricing; do not guess parameters from tutorials or mix API
versions. Require both UXC
ok == trueand Tripodata.code == 0. - Distinguish request acceptance, remote terminal success, download and scene import. Record the task ID before waiting. After uncertain submission, reconcile known tasks/usage before retrying a chargeable request.
- Preserve original models and reproducible import settings. Record provenance, generation parameters, actual credits and license status, not keys or signed download URLs. Downloading from a third-party CDN must not forward the service API key.
- Inspect readable meshes/textures, bounds, units, up/forward axes, origin, color space and triangle count. Normalize scale/orientation in an explicit scene adapter rather than repeatedly destructively editing the source.
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.
- today First seen · 99 lines · 48 tokens per session scan A 908910212e33
3d-production-workflow is a skill published in the GitHub repository holon-run/holon (166 stars, last pushed today), licensed Apache-2.0. It adds 48 tokens to every session and 1,143 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 2026-10-18.
Other skills, from other repositories
worker-visualizer
A real-time data/particle/simulation visualizer whose heavy compute runs in a Web Worker (off the main thread), optionally sharing memory with the UI via SharedArrayBuffer, and renders to a canvas at 60fps. Produced as a single self-contained index.html. Use when the brief asks for a "web worker", "simulation"…
game-performance
Cross-engine game performance: draw call optimization, LOD, object pooling, GPU profiling, memory management, and platform-specific tuning.
unity-development
Unity/C# development: MonoBehaviour lifecycle, ScriptableObjects, Addressables, URP/HDRP, physics, UI, editor scripting, and CLI builds.
unreal-development
Unreal Engine development: C++/Blueprint patterns, Gameplay Framework, Niagara, Lumen/Nanite, multiplayer, and packaging.
google-workspace-setup
One-time setup for gws: install, OAuth, scopes, auto-approve.
muse-governance
Governance behavior for Muse agents governed by DashClaw. Teaches the governance protocol over REST: when to call guard, how to interpret allow/warn/block/requireapproval, recording actions and outcomes, plan-first execution with preflight approval, and waiting for human review. Trigger on: governed agent, dashclaw…