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 ifBars/blender-agent-studio --skill blender-animation-workflowgit clone --depth 1 https://github.com/ifBars/blender-agent-studioWrote 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/ifbars/blender-agent-studio/blender-animation-workflow)<a href="https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-animation-workflow"><img src="https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-animation-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/ifbars/blender-agent-studio/blender-animation-workflow"><img src="https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-animation-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 | $0.00060 | $0.00552 |
| Opus 5 | $0.00030 | $0.00276 |
| Sonnet 5 | $0.00012 | $0.00110 |
| Haiku 4.5 | $0.00006 | $0.00055 |
Grade A, and why
blender-animation-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 — 55 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Animation Workflow
Read the shared execution guidance once per task for autonomous decisions, evidence cadence, and long-task continuity.
Make the mechanism understandable in still critical frames before polishing curves.
Define semantic phases
- Name the start, anticipation, contact, transfer, release, landing, rebound, and settle frames that apply.
- Specify which assemblies move and which stay fixed.
- Identify guides, pivots, contact surfaces, and material-state transitions.
- Read references/mechanical-animation.md for the review contract.
Author motion
- Place pivots on actual hinge or rotation axes.
- Parent rigidly moving parts to one assembly.
- Use linear interpolation for mechanically constant motion and clamped Bezier handles for eased human-visible motion.
- Key location and rotation together when an ejected or falling object changes orientation.
- Keep moving components constrained by visible rails, sleeves, hinges, or guides.
- Compute every moving attachment from a local anchor transformed by the owning
assembly's evaluated
matrix_world. Never rotate a world-space point around the origin as a substitute for a hinge transform. - Rebuild or key dynamic connectors such as cables, hoses, pistons, and link rods from their two evaluated endpoints at every required critical frame.
- Assert connector endpoint error numerically before rendering. A connector is not valid merely because its object has keyframes.
- Animate separate material states when transfer must be legible.
- Avoid teleporting visibility changes unless the mechanism visibly occludes the transition.
Validate
- Run
$blender-agent-studio:blender-asset-validationon the source and exported GLB. - Render all semantic critical frames from at least two useful cameras.
- Render the complete action to video when timing or causality matters.
- Open the contact sheet and video.
- Check:
- continuity and plausible speed;
- contact and penetration;
- attachment to guides;
- readable cause and effect;
- believable weight, impact, rebound, and settling;
- visibility/material continuity;
- exported action frame range.
- For every dynamic connector, report the maximum endpoint residual at the critical frames and inspect both endpoints in the rendered frames.
What ships with it
3 files 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.
- today Changed · +3 lines 0dcc50b0d1d4
- 8d ago First seen · 52 lines · 60 tokens per session scan A c4aa7a600d23
blender-animation-workflow is a skill published in the GitHub repository ifBars/blender-agent-studio (14 stars, last pushed today), licensed MIT. It adds 60 tokens to every session and 552 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 2026-08-31.
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