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 jenkinsm13/metashape-mcp --skill tile-export-pipelinegit clone --depth 1 https://github.com/jenkinsm13/metashape-mcpWrote 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/jenkinsm13/metashape-mcp/tile-export-pipeline)<a href="https://agentmods.dev/skills/jenkinsm13/metashape-mcp/tile-export-pipeline"><img src="https://agentmods.dev/badge/skills/jenkinsm13/metashape-mcp/tile-export-pipeline/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/jenkinsm13/metashape-mcp/tile-export-pipeline"><img src="https://agentmods.dev/badge/skills/jenkinsm13/metashape-mcp/tile-export-pipeline.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 | $0.00045 | $0.00771 |
| Opus 5 | $0.00023 | $0.00385 |
| Sonnet 5 | $0.00009 | $0.00154 |
| Haiku 4.5 | $0.00005 | $0.00077 |
Grade A, and why
tile-export-pipeline 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 — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Tile Export Pipeline — Blender to Game-Ready FBX
Overview
Export photogrammetry terrain tiles from Blender to FBX for game engines (Unreal, Unity, Godot). Enforces strict rules for transforms, scale, and axis conventions to ensure tiles load correctly.
Golden Rules
- NEVER alter object-level transforms. Location, Rotation, and Scale must stay at identity (0,0,0 / 0,0,0 / 1,1,1). All geometry changes happen in EDIT MODE only. If you need to move/rotate geometry, do it on the mesh data, not the object transform.
- FBX_SCALE_NONE — never use FBX_SCALE_ALL or any other scale option. Photogrammetry tiles are already in real-world meters.
- Axis: forward='-Z', up='Y' — standard Blender-to-game-engine convention.
- Tile naming:
Tile_X-Ywhere X-Y are grid coordinates.
Export Settings
bpy.ops.export_scene.fbx(
filepath="/path/to/output/Tile_X-Y.fbx",
use_selection=True,
apply_scale_options='FBX_SCALE_NONE',
axis_forward='-Z',
axis_up='Y',
use_mesh_modifiers=True,
mesh_smooth_type='OFF',
use_tspace=True,
embed_textures=False,
path_mode='COPY'
)
Pre-Export Checklist
Before exporting any tile, verify:
- Identity transforms — Object Location=(0,0,0), Rotation=(0,0,0), Scale=(1,1,1)
- Clean geometry — No loose vertices, non-manifold edges removed if needed
- UVs present — Top-down orthographic projection applied
- Correct selection — Only the target tile object is selected
- Naming — Object named
Tile_X-Ymatching grid position
Batch Export Pattern
For each tile object in the scene:
import bpy
for obj in bpy.data.objects:
if not obj.name.startswith("Tile_"):
continue
# Deselect all, select this tile
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
# Verify identity transform
assert obj.location.length < 0.001, f"{obj.name} has non-zero location!"
assert abs(obj.scale.x - 1.0) < 0.001, f"{obj.name} has non-unit scale!"
# Export
filepath = f"/path/to/output/{obj.name}.fbx"
bpy.ops.export_scene.fbx(
filepath=filepath,
use_selection=True,
apply_scale_options='FBX_SCALE_NONE',
axis_forward='-Z',
axis_up='Y',
use_mesh_modifiers=True,
mesh_smooth_type='OFF',
use_tspace=True,
embed_textures=False
)
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 · 86 lines · 45 tokens per session scan A 6e2f23aae75c
tile-export-pipeline is a skill published in the GitHub repository jenkinsm13/metashape-mcp (34 stars, last pushed 4mo ago), licensed MIT. It adds 45 tokens to every session and 771 once invoked, about $0.0002 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 2026-08-30.
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