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-character-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-character-workflow)<a href="https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-character-workflow"><img src="https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-character-workflow.svg" alt="Measured on agentmods" 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 | $0.00070 | $0.00799 |
| Opus 5 | $0.00035 | $0.00400 |
| Sonnet 5 | $0.00014 | $0.00160 |
| Haiku 4.5 | $0.00007 | $0.00080 |
Grade A, and why
blender-character-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 — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Character Workflow
Read the shared execution guidance once per task for autonomous decisions, evidence cadence, and long-task continuity.
Character completion requires deformation evidence. A mesh plus an armature is not a finished rig.
Establish the character contract
Record intended platform and export format, body/face scope, scale and axis, triangle/material/texture budgets, bone naming and hierarchy requirements, required controls, facial shape keys, poses/actions, and engine/avatar constraints. Identify the minimum acceptance poses: neutral, extreme bend for each major joint, reach, twist, locomotion/contact, and any required facial expression.
Build and rig deliberately
- Keep the authored mesh, armature, controls, deformation helpers, and export mesh in named collections. Apply or deliberately preserve transforms before skinning; document the choice.
- Create anatomically or mechanically plausible joint placement and semantic bone names. Separate deform bones from animator controls where the target benefits from it.
- Keep symmetry and mirror workflows explicit. Limit vertex influences and normalize weights according to the target runtime requirements.
- Add IK/FK, constraints, corrective shapes, or drivers only when they solve a named deformation need. Test without relying on a single flattering pose.
- For facial work, name shape keys semantically and test combinations that reveal volume loss, collisions, or eyelid/mouth failures.
Validate export and motion
- Render the neutral and every contract pose from front, profile, back, and close-up deformation views. Open the evidence.
- Check volume preservation, joint collapse, candy-wrapper twisting, clipping, foot/hand contact, constraint cycles, control readability, and unwanted scale/shear.
- Export to the requested format, fresh-import it in a clean Blender process, and compare armature hierarchy, skin weights where supported, materials, actions, frame ranges, scale, and orientation.
- Use
$blender-agent-studio:blender-animation-workflowfor action timing and$blender-agent-studio:blender-asset-validationfor authored/exported geometry and hierarchy evidence.
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 d373a0dc1b92
- 8d ago First seen · 71 lines · 70 tokens per session scan A 34988fff2575
blender-character-workflow is a skill published in the GitHub repository ifBars/blender-agent-studio (14 stars, last pushed today), licensed MIT. It adds 70 tokens to every session and 799 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.
Other skills, from other repositories
blender-physics
Blender rigid body, soft body, cloth, collision, force fields, particle systems, constraints, and simulation cache tools.
blender-interchange
Blender interchange skill for typed FBX/OBJ/USD imports, GLTF/USD/Alembic exports, and repeatable batch exports. Use for moving assets between DCC, game, and pipeline tools before falling back to scripting.
blender-asset-source
Blender asset source discovery — search filesystem and asset libraries for importable 3D assets.
blender-light-rig
Blender reusable light rigs, HDRI/world setup and rotation animation, light grouping, and render-view controls.
blender-rigging
Blender authoring skill for armatures, bones, constraints, armature binding, shape keys, drivers, and simple retargeting. Use this for character setup before falling back to blender-scripting.
blender-camera
Blender camera management — create, configure and set active cameras.