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 RobLe3/cc-blender-skill --skill atlas-uv-fittinggit clone --depth 1 https://github.com/RobLe3/cc-blender-skillWrote 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/roble3/cc-blender-skill/atlas-uv-fitting)<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/atlas-uv-fitting"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/atlas-uv-fitting/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/roble3/cc-blender-skill/atlas-uv-fitting"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/atlas-uv-fitting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
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 | $0.00881 |
| Opus 5.5 | $0.00028 | $0.00352 |
| Sonnet 5.5 | $0.00014 | $0.00176 |
| Haiku 4.5 | $0.00007 | $0.00088 |
Grade A, and why
atlas-uv-fitting 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 13d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- atlas-uv-fitting — 98% identical, 9 lines differ
How it starts
The opening of the file, as written. The whole thing — 64 lines — stays where its author put it; the contents beside it link to each section on GitHub.
MCP backend
Use when: Texture atlas region detection, per-part UV mapping, front-projected UVs, decal/lightmap handling, texture validation against source templates.
Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
Atlas UV Fitting
This skill exists because assigning a texture material is not the same as fitting a texture.
Supplemental map sanity rule
Do not blindly wire emissive/roughness/bump/lightmap images into every atlas-mapped part. First verify the supplemental map has the same UV layout and semantic region as the basecolor. If it contains aura dots, guide marks, lightmap blobs, or decorations outside the part, leave it disconnected for that mesh and use constant roughness/bump plus explicit edge/glow geometry instead.
Hard rules
- Atlas textures must be mapped by region; never apply the full atlas to every structural mesh.
- Front-facing hero surfaces use front-projected UVs or a source-region rectangle.
- Side/back surfaces use their own UV islands or procedural/baked fills.
- Roughness, bump, normal, AO, and lightmap images are
Non-Color. - Alpha decals must use alpha-connected materials and no black backing planes.
- Base GLB should not include reference planes or optional aura unless explicitly requested.
Workflow
- Run
scripts/atlas_region_detector.pyon basecolor/decal/aura atlases. - Name regions semantically in
atlas_regions.json. - Create/activate UV map per mesh.
- Remap local 0-1 UVs into the matching atlas rectangle.
- Audit the GLB/export material node graph: Principled BSDF + Image Texture nodes.
- Render texture overlay validation before export.
Sources distilled
- Blender UV/Image Texture node uses UV maps for rendered/exported texture output.
- Blender baking needs UV maps and active image targets.
- Blender glTF exporter is most reliable with Principled BSDF, UVs, textures, normals.
- Khronos glTF PBR: base color, metallic/roughness, normal maps are standard channels.
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.
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.
- 13d ago Changed · +5 lines 4fdf1d52c411
- 1mo ago First seen · 59 lines · 69 tokens per session scan A 79072a7965bd
atlas-uv-fitting is a skill published in the GitHub repository RobLe3/cc-blender-skill (125 stars, last pushed 13d ago), licensed MIT. It adds 69 tokens to every session and 881 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-08-30.
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