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 OpenLAIR/OpenSkill --skill evo-threejs-scene-parsergit clone --depth 1 https://github.com/OpenLAIR/OpenSkillWrote 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/openlair/openskill/evo-threejs-scene-parser)<a href="https://agentmods.dev/skills/openlair/openskill/evo-threejs-scene-parser"><img src="https://agentmods.dev/badge/skills/openlair/openskill/evo-threejs-scene-parser/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/openlair/openskill/evo-threejs-scene-parser"><img src="https://agentmods.dev/badge/skills/openlair/openskill/evo-threejs-scene-parser.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 | $0.00069 | $0.00699 |
| Opus 5 | $0.00034 | $0.00349 |
| Sonnet 5 | $0.00014 | $0.00140 |
| Haiku 4.5 | $0.00007 | $0.00070 |
Grade A, and why
evo-threejs-scene-parser 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 yesterday.
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.
evo-threejs-scene-parser
Parses a Three.js scene file (one that exports a createScene() function) using a headless Node.js runtime, then exports each part as Wavefront OBJ files in two views:
part_meshes/<part_name>/<mesh_name>.obj— one OBJ per direct child Mesh of each Grouplinks/<part_name>.obj— merged OBJ of all direct child meshes of the Group (NOT nested sub-group descendants)
Output Layout
output/
├── part_meshes/
│ ├── <part_name>/<mesh_name>.obj # one per direct child Mesh
│ └── ...
└── links/
├── <part_name>.obj # merged direct child meshes only
└── ...
Part Identification Rules
- A "part" is ANY
THREE.Groupfound anywhere in the scene tree (excluding the root). Useroot.traverse()and collectnode.isGroup. - Standalone Meshes that are direct children of the root (not inside any Group) are also exported as their own part.
- For each Group:
- Direct child Meshes go to
part_meshes/<group.name>/<mesh.name>.obj - Direct child Meshes are merged (with world transforms baked) →
links/<group.name>.obj - Nested sub-groups are treated as SEPARATE parts (not included in parent's link)
- Direct child Meshes go to
root.updateMatrixWorld(true)MUST be called before export so world matrices are baked.- Use
node.namefor naming; fallbackUnnamedGroup_<i>/UnnamedMesh_<i>. - For merging: clone geometries, apply matrixWorld, convert indexed→non-indexed, strip non-essential attributes (keep only position+normal), then use mergeGeometries().
Usage (Python)
import sys
sys.path.insert(0, '/app/environment/skills/evo-threejs-scene-parser/scripts')
from run import run_threejs_parser
result = run_threejs_parser('/root/data/object.js', '/root/output')
print(result)
Usage (CLI)
cd /root && node /app/environment/skills/evo-threejs-scene-parser/scripts/parser.mjs /root/data/object.js /root/output
Key Implementation Notes
- Polyfill
global.self,global.window,global.documentfor headless Three.js addons. - Import paths:
three,three/examples/jsm/exporters/OBJExporter.js,three/examples/jsm/utils/BufferGeometryUtils.js. - Three.js v0.170.0: use
mergeGeometries(notmergeBufferGeometries),BufferGeometryonly. - Sanitize file names with
[^A-Za-z0-9_.-]+→_. - For links: merge only DIRECT child meshes of each group, not descendants from nested sub-groups.
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.
- yesterday First seen · 55 lines · 69 tokens per session scan A 7562a733350c
evo-threejs-scene-parser is a skill published in the GitHub repository OpenLAIR/OpenSkill (90 stars, last pushed 2d ago), licensed Apache-2.0. It adds 69 tokens to every session and 699 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 2026-09-11.
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