qfoldit-scene-export

qfoldit-scene-export is a skill for Claude Code from qfoldit/Protein-Design-MCP. It costs 187 tokens per session (1,196 once invoked), scanned A, original, Apache-2.0.

A converter that turns a general 3D scene description into files such as Wavefront OBJ, glTF, or a standalone interactive Three.js page. The scene can contain shapes, materials, positions, connections, lights, and a camera.

In plain words
What is it for?
Exporting molecular ball-and-stick scenes, connected primitive shapes, and similar diagrams for use in 3D tools or a web browser.
Why use it?
It lets you create importable or viewable 3D output without connecting to a live game or 3D engine.

Skill for Claude Code

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

Part of the qfoldit-skills plugin — 20 skills shipped together

Good fit Exporting molecular ball-and-stick scenes, connected primitive shapes, and similar diagrams for use in 3D tools or a web browser.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/qfoldit/protein-design-mcp/scene-export
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 qfoldit/Protein-Design-MCP --skill scene-export
Clone the repo
git clone --depth 1 https://github.com/qfoldit/Protein-Design-MCP

Made for: Claude Code.

Or install qfoldit-skills, the plugin that ships this one along with the rest of its 20 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 qfoldit-scene-export

README.md
[![agentmods](https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/scene-export/github.svg)](https://agentmods.dev/skills/qfoldit/protein-design-mcp/scene-export)
Your own site
<a href="https://agentmods.dev/skills/qfoldit/protein-design-mcp/scene-export"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/scene-export/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 qfoldit-scene-export

Your own site · 80×15
<a href="https://agentmods.dev/skills/qfoldit/protein-design-mcp/scene-export"><img src="https://agentmods.dev/badge/skills/qfoldit/protein-design-mcp/scene-export.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 187 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,196 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 $0.00187 $0.01196
Opus 5 $0.00093 $0.00598
Sonnet 5 $0.00037 $0.00239
Haiku 4.5 $0.00019 $0.00120

Measured 8d ago against content hash f85a69a5467d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

qfoldit-scene-export 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 8d ago.

The scan reads SKILL.md. This mod also ships 6 executable files (evals/run_tests.py, scripts/export_gltf.py, scripts/export_godot_gdscript.py, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

claude-skills/skills/scene-export/SKILL.md · 75 lines

How it starts

The opening of the file, as written. The whole thing — 75 lines — stays where its author put it; the contents beside it link to each section on GitHub.

qFoldIT Scene Export

Converts a universal ScenePlan (nodes = primitives with position/ rotation/scale/material, edges = bonds/connections, optional lights and camera) into real output files. Built specifically so it needs no live engine — the honest fallback tier below qfoldit-engine-bridge's live-control integrations (Unreal/Unity), for when those aren't connected, or for engines where only knowledge-search tools exist (Unigine, Omniverse) and a human needs an actual file to import.

What's implemented, and how thoroughly each was verified

Exporter Format Verification depth
export_obj.py Wavefront OBJ + MTL Strong: structural validity (indices in range, materials cross-referenced) AND real geometric correctness (decoded vertex positions checked against known atom coordinates)
export_gltf.py glTF 2.0 (self-contained, base64-embedded) Strong: full manual spec-conformance check (buffer/bufferView/accessor cross-referencing, decoded binary geometry) — no pygltflib available in this sandbox, so this was written by hand against the spec, not rubber-stamped by an existing validator
export_threejs.py Standalone interactive HTML Strong but different kind: JS syntax verified (node --check), AND the actual rendering logic was visually confirmed correct by rendering a real methane molecule in a live browser widget during this skill's development — genuine visual proof, not just a syntax check
export_godot_gdscript.py Godot 4.x GDScript Weak, disclosed as such: only brace-balance/known-class-name checks. No live Godot instance was available to actually run this. Treat as "written to the documented API," not "tested."

When to use which exporter

  1. OBJ: broadest compatibility (every engine and DCC tool imports it). No animation, no native hierarchy — geometry is baked to world space. Good default when you don't know the target tool yet.
  2. glTF: the modern standard for web/AR/most game engines; better material fidelity (PBR metallic/roughness) than OBJ; self-contained single file (no separate texture/bin files to lose track of).
  3. Three.js HTML: when the user wants something viewable RIGHT NOW with zero installs — just open the file in a browser. Needs internet access to load Three.js from a CDN (not offline-capable, unlike the OBJ/glTF output files).
  4. Godot GDScript: only if the user is specifically targeting Godot AND understands this hasn't been run against a real Godot instance — say this explicitly every time this exporter is used.

Read the full file on GitHub · 75 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. 8d ago First seen · 75 lines · 187 tokens per session scan A f85a69a5467d

Subscribe to this mod's changes

qfoldit-scene-export is a skill published in the GitHub repository qfoldit/Protein-Design-MCP (1 stars, last pushed 12d ago), licensed Apache-2.0. It adds 187 tokens to every session and 1,196 once invoked, about $0.0009 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 2026-08-31.

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