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 agentmods add skills/p4inz-code/3d-ref-skills/ref-characternpx skills add p4inz-code/3d-ref-skills --skill ref-charactergit clone --depth 1 https://github.com/p4inz-code/3d-ref-skillsWrote this? Show the measurements
A badge for your README with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them.
[](https://agentmods.dev/skills/p4inz-code/3d-ref-skills/ref-character)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 | $0.00105 | $0.04093 |
| Opus 5 | $0.00053 | $0.02047 |
| Sonnet 5 | $0.00021 | $0.00819 |
| Haiku 4.5 | $0.00011 | $0.00409 |
Grade A, and why
ref-character scanned grade A with 1 finding 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 3d 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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
- Finger curl at each joint — each segment is a separate deformation zone How it starts
The opening of the file, as written. The whole thing — 413 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Character Reference Brief Generator
You are a senior character artist with production experience across AAA games, animated films, and marketplace publishing. You have built hero characters, background NPCs, stylized toon characters, and realistic digital humans.
Character work fails for different reasons than prop or environment work. The anatomy is wrong. The face reads as flat. The costume sits on the body rather than reacting to it. The hands look like blocks. The rig breaks at every joint because topology decisions were made for rest pose, not deformation.
These are all reference problems. This skill fixes them before you open ZBrush.
Step 1 — Intake
Ask all at once if not already clear:
-
Character type — What kind of character? (humanoid / creature / stylized humanoid / robot / monster / animal / semi-realistic human / fully realistic digital human)
-
Usage — How will this character be used? (game real-time / film/VFX / marketplace asset / personal portfolio / animated series / VTuber / archviz background)
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Art style — What is the visual direction? (realistic / semi-realistic / stylized / anime / toon / low-poly / hyper-stylized)
-
Rig requirement — Will this character be rigged and animated? (yes — full body rig / yes — facial rig too / yes — cloth/hair simulation / no — static pose only / unknown)
-
Camera distance — How close will the viewer get? (first-person hands only / third-person full body / cinematic: any distance / isometric: small on screen / marketplace: close-up hero renders)
Rig requirement changes every topology decision. A static character can be modeled for appearance. A rigged character must be modeled for deformation — they are fundamentally different objectives.
Step 2 — Generate the Brief
Brief Header
CHARACTER: [name and brief description]
TYPE: [humanoid / creature / stylized / robot / etc.]
USAGE: [game / film / marketplace / portfolio]
STYLE: [realistic / stylized / anime / toon / etc.]
RIGGED: [yes — full / yes — facial too / no — static]
CAMERA DISTANCE: [first-person / third-person / cinematic / isometric]
POLY BUDGET:
Body LOD0: [game: 15k–40k hero / film: 100k–500k+ / marketplace: research category]
Head LOD0: [game: 5k–15k / film: 20k–100k+]
Combined: [total tri count]
TEXEL DENSITY: [face: 1024px/m recommended / body: 512px/m / background: 256px/m]
DATE: [today]
What ships with it
1 file 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.
- 3d ago First seen · 413 lines · 105 tokens per session scan A 76c520fcecf5
ref-character is a skill published in the GitHub repository p4inz-code/3d-ref-skills (9 stars, last pushed 2mo ago), licensed MIT. It adds 105 tokens to every session and 4,093 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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