blender-tooling

blender-tooling is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 34 tokens per session (1,536 once invoked), scanned A, original, MIT.

A toolkit for writing Python scripts and add-ons inside Blender, the 3D modelling application. It can automate asset preparation, check assets for problems, create Blender interfaces, and export files in batches.

In plain words
What is it for?
Use it to build Blender automation, asset validators, custom panels, exporters, and post-processing tools with Blender's Python API.
Why use it?
It reduces repetitive manual work and catches asset issues before they reach a game or other 3D project. Batch tools can process many assets without opening each one by hand.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is blender -b assets/character.blend -P scripts/batch_export.py -- --output-dir ./dist/fbx.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to build Blender automation, asset validators, custom panels, exporters, and post-processing tools with Blender's Python API.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev
agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/blender-tooling

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 skills.

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 blender-tooling

README.md
[![agentmods](https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/blender-tooling/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/blender-tooling)
Your own site
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/blender-tooling"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/blender-tooling/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 blender-tooling

Your own site · 80×15
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/blender-tooling"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/blender-tooling.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,536 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 $0.00034 $0.01536
Opus 5 $0.00017 $0.00768
Sonnet 5 $0.00007 $0.00307
Haiku 4.5 $0.00003 $0.00154

Measured 5d ago against content hash a3e2bf9a48ef, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

blender-tooling 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 5d 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.

skills/blender-tooling/SKILL.md · 154 lines

How it starts

The opening of the file, as written. The whole thing — 154 lines — stays where its author put it; the contents beside it link to each section on GitHub.

blender-tooling

Core Philosophy

Manual 3D asset preparation—clicking through 14 menus to apply transforms, rename 40 bones, fix inverted normals, and export FBX files one by one—is an enormous drain on game studio productivity. High-performance art pipelines rely on custom Python automation within Blender (bpy). Professional Blender tooling builds robust, headless CLI batch exporters, automated asset validation linters, custom UI panels, and asset post-processors that eliminate human error.


4-Step Blender Python Tooling Architecture

Step 1: The Blender Python API Anatomy (bpy)

  1. Core Submodules:
    • bpy.context: Active selection, active mode, active scene.
    • bpy.data: Datablocks (meshes, armatures, materials, textures, actions).
    • bpy.ops: Operator execution (e.g. bpy.ops.object.transform_apply()).
    • bpy.types: Base classes for creating custom Operators, Panels, and Property Groups.
  2. The Safe Operator Rule:
    • Avoid calling bpy.ops inside heavy loops (it is slow and requires active 3D context). Mutate bpy.data and mesh attributes directly via Python data APIs where possible.

Step 2: Automated Asset Validation Linters

  1. Pre-Export Linter Checks:
    • Write automated scripts that assert:
      • Unapplied Scale: obj.scale != Vector((1.0, 1.0, 1.0)).
      • Ngon Count: any(len(poly.vertices) > 4 for poly in mesh.polygons).
      • Missing Materials / Textures: Materials with missing image filepaths.
      • Origin Alignment: Origin not at (0, 0, 0) for static props.
  2. The Hard Blocker Gate:
    • If a validation check fails, abort export and display an error modal listing exact offender object names.

Step 3: Custom Add-On Development (bl_info Standard)

  1. Add-On Architecture:
    • Structure add-ons with formal registration:
      bl_info = {
          "name": "Studio Pipeline Exporter",
          "author": "Technical Art Team",
          "version": (1, 2, 0),
          "blender": (4, 1, 0),
          "category": "Pipeline",
      }
      
  2. Custom UI Panels in the 3D Viewport:
    • Create a dedicated sidebar tab (N-Panel) exposing 1-click batch actions: "Sanitize Asset", "Bake Normal Map", "Export Game-Ready FBX".

Read the full file on GitHub · 154 lines

Files

What ships with it

2 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.

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. 5d ago First seen · 154 lines · 34 tokens per session scan A a3e2bf9a48ef

Subscribe to this mod's changes

blender-tooling is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 6d ago), licensed MIT. It adds 34 tokens to every session and 1,536 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 2026-09-06.

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