pn-blender-scripting

pn-blender-scripting is a skill for Cursor from perniemann/pnCore. It costs 48 tokens per session (1,281 once invoked), scanned A, original, MIT.

A guide to writing Python scripts and add-ons for Blender, a 3D creation program. It covers controlling Blender, preparing assets, exporting models, and running batch jobs.

In plain words
What is it for?
Use it to write bpy scripts, build Blender add-ons, prepare or batch-process assets, export FBX or glTF files, and run Blender without its graphical interface in automated jobs.
Why use it?
It helps avoid common Blender scripting mistakes involving scenes, object modes, temporary data, and file paths. It also provides patterns for repeatable exports and automated processing.

Skill for Cursor

Written for Cursor: shipped in a Cursor plugin.

Part of the pn-core plugin — 133 skills, 19 commands, 9 agents, 1 MCP server shipped together

Good fit Use it to write bpy scripts, build Blender add-ons, prepare or batch-process assets, export FBX or glTF files, and run Blender without its graphical interface in automated jobs.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/perniemann/pncore/pn-blender-scripting
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 perniemann/pnCore --skill pn-blender-scripting
Clone the repo
git clone --depth 1 https://github.com/perniemann/pnCore

Made for: Cursor.

Or install pn-core, the plugin that ships this one along with the rest of its 133 skills, 19 commands, 9 agents, 1 MCP server.

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 pn-blender-scripting

README.md
[![agentmods](https://agentmods.dev/badge/skills/perniemann/pncore/pn-blender-scripting/github.svg)](https://agentmods.dev/skills/perniemann/pncore/pn-blender-scripting)
Your own site
<a href="https://agentmods.dev/skills/perniemann/pncore/pn-blender-scripting"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-blender-scripting/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 pn-blender-scripting

Your own site · 80×15
<a href="https://agentmods.dev/skills/perniemann/pncore/pn-blender-scripting"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-blender-scripting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 48 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,281 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 $0.00048 $0.01281
Opus 5 $0.00024 $0.00641
Sonnet 5 $0.00010 $0.00256
Haiku 4.5 $0.00005 $0.00128

Measured 6d ago against content hash d6e61d21687d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

pn-blender-scripting 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 6d 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.

packages/pn-core-mcp/content/skills/gamedev/pn-blender-scripting/SKILL.md · 70 lines

How it starts

The opening of the file, as written. The whole thing — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender scripting skill

When to use

  • Writing Python scripts for Blender (bpy API)
  • Creating export pipelines (FBX, GLTF, custom formats)
  • Automating asset preparation or batch operations
  • Building Blender add-ons (operators, panels, preferences)
  • Setting up headless Blender for CI or batch rendering

Python scripting (bpy API)

  • Context: Use bpy.context for scene, object, selection. Be aware of mode (Object, Edit, Sculpt); switch when needed.
  • Data access: bpy.data for meshes, materials, etc. Create and link to scene. Avoid orphan data.
  • Operators: Call bpy.ops.* for built-in actions. Use bpy.ops.object.mode_set(mode='EDIT') etc. Check poll conditions.
  • Cleanup: Unlink and remove temporary objects; run bpy.ops.outliner.orphans_purge() when appropriate.
  • No absolute paths: Use relative paths or os.path.join with project root from env or config. Avoid hardcoded C:\ or /home/.

Export pipeline

  • FBX/GLTF: Use bpy.ops.export_scene.fbx or bpy.ops.export_scene.gltf. Set scale, axes, and options via operator props.
  • Batch processing: Iterate over objects or files; run export in loop. Use bpy.ops.wm.open_mainfile and bpy.ops.wm.save_mainfile for batch.
  • Naming conventions: Use consistent prefixes (e.g. SM_ for static mesh, SK_ for skeleton). Match target engine conventions.
  • Script structure: Parse args (e.g. sys.argv) for input/output paths when running headless.

Asset preparation

  • UV unwrapping: Use bpy.ops.uv.unwrap or smart project. Ensure no overlapping UVs for lightmaps. Document conventions.
  • Materials: Set up for target engine (PBR: base color, roughness, metallic, normal). Use node groups for reuse.
  • LOD generation: Use Decimate modifier or manual meshes. Name LOD0, LOD1, etc. Export with correct naming.
  • Origin: Set object origin to center or pivot as required. Use bpy.ops.object.origin_set().

Scene organization

  • Collections: Use hierarchy (e.g. Environment, Characters, Props). Name clearly.
  • Naming: Consistent naming for objects, materials, meshes. Avoid spaces; use underscores.
  • Cleanup: Remove unused materials, orphan data. Apply modifiers before export when needed.

Read the full file on GitHub · 70 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. 6d ago First seen · 70 lines · 48 tokens per session scan A d6e61d21687d

Subscribe to this mod's changes

pn-blender-scripting is a skill published in the GitHub repository perniemann/pnCore (0 stars, last pushed 4d ago), licensed MIT. It adds 48 tokens to every session and 1,281 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 2026-09-03.