blender-asset-validation

blender-asset-validation is a skill for Codex from ifBars/blender-agent-studio. It costs 71 tokens per session (1,056 once invoked), scanned A, original, MIT.

A technical and visual quality-check workflow for Blender assets such as BLEND, GLB, GLTF, FBX, and OBJ files. It examines geometry, materials, hierarchy, animation, dimensions, and whether an exported file still works when imported again.

In plain words
What is it for?
Use it to inspect mesh statistics, topology, shading, UVs, materials, actions, object structure, transforms, bounds, and exported files with evidence from standardized checks and renders.
Why use it?
It catches problems that a successful export or low polygon count may hide, including broken geometry, missing materials, bad coordinates, or export changes.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to inspect mesh statistics, topology, shading, UVs, materials, actions, object structure, transforms, bounds, and exported files with evidence from standardized checks and renders.

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Install with agentmods
npx agentmods add skills/ifbars/blender-agent-studio/blender-asset-validation
Install

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.

Any agent
npx skills add ifBars/blender-agent-studio --skill blender-asset-validation
Clone the repo
git clone --depth 1 https://github.com/ifBars/blender-agent-studio

Made for: Codex.

Wrote 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.

agentmods badge for blender-asset-validation

README.md
[![agentmods](https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-asset-validation/github.svg)](https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-asset-validation)
Your own site
<a href="https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-asset-validation"><img src="https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-asset-validation/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.

agentmods 80×15 button for blender-asset-validation

Your own site · 80×15
<a href="https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-asset-validation"><img src="https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-asset-validation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,056 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00071 $0.01056
Opus 5 $0.00036 $0.00528
Sonnet 5 $0.00014 $0.00211
Haiku 4.5 $0.00007 $0.00106

Measured today against content hash 6fcbe5a357f9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

blender-asset-validation 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.

The scan reads SKILL.md. This mod also ships 6 executable files (scripts/_blender_evidence_smoke.py, scripts/evidence_settings.py, scripts/inspect_asset.py, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

plugins/blender-agent-studio/skills/blender-asset-validation/SKILL.md · 110 lines

How it starts

The opening of the file, as written. The whole thing — 110 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender Asset Validation

Read the shared execution guidance once per task for autonomous decisions, evidence cadence, and long-task continuity.

Validate both the authored scene and the exported deliverable. A clean export or low triangle count is not proof of visual or functional quality.

Run deterministic inspection

Prefer the blender_inspect_asset MCP tool when available. Otherwise run:

$env:BLENDER_EXECUTABLE = "C:\path\to\Blender\blender.exe"
& $env:BLENDER_EXECUTABLE `
  --background --factory-startup `
  --python "<skill-root>\scripts\inspect_asset.py" -- `
  --input "<asset-path>" --output "<output-dir>\metrics.json"

Inspect:

  • evaluated vertices, edges, polygons, and triangles;
  • authored versus evaluated geometry density and refinement modifiers;
  • smooth versus flat-shaded polygon ratios;
  • UV-bearing meshes, node-based materials, image textures, and authored lights;
  • mesh objects, materials, actions, frame ranges, and hierarchy;
  • dimensions and world bounds;
  • invalid coordinates, degenerate faces, loose elements, boundary and non-manifold edges;
  • connected components per mesh;
  • non-default transforms and missing material assignments.

Interpret metrics using references/quality-gates.md. Do not apply printing-only topology rules to every game asset.

Render evidence

The default presentation: "auto" selects a studio background using a constant-material luminance hint: dark for bright assets, light for very dark assets, neutral slate otherwise. The CLI equivalent is --presentation auto. Use neutral, dark, or light to override. Light power and camera framing scale with asset dimensions; the tool resets authored lighting and grading. Keep a separate authored beauty render when the original lighting is part of the requested result.

Open the first hero image before accepting the presentation. If material color is washed out, shadows hide the form, or the silhouette merges into the backdrop, rerender with a better preset. Automatic selection is a starting point; it cannot infer texture-driven color, transparent appearance, or art direction. Offer two useful options when they serve different goals, such as dark studio and light catalog. Do not generate all presets routinely. Present a polished hero image first, with multiview evidence available for inspection.

Read the full file on GitHub · 110 lines

Changes

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.

  1. today Changed · +9 lines 6fcbe5a357f9
  2. yesterday Changed · +25 lines 31433a673633
  3. 9d ago First seen · 76 lines · 71 tokens per session scan A 22deb07033f0

Subscribe to this mod's changes

blender-asset-validation is a skill published in the GitHub repository ifBars/blender-agent-studio (17 stars, last pushed today), licensed MIT. It adds 71 tokens to every session and 1,056 once invoked, about $0.0004 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.