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 blender-modelinggit 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/blender-modeling)<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/blender-modeling"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-modeling.svg" alt="Measured on agentmods" 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 | $0.00173 | $0.03724 |
| Opus 5 | $0.00086 | $0.01862 |
| Sonnet 5 | $0.00035 | $0.00745 |
| Haiku 4.5 | $0.00017 | $0.00372 |
Grade A, and why
blender-modeling 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.
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:
- blender-modeling — 95% identical, 6 lines differ
How it starts
The opening of the file, as written. The whole thing — 365 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Modeling
Create geometry in Blender via natural language. You emit Python code that the Blender MCP executes; the patterns below cover the common 80%.
Decision tree
What kind of geometry?
├── Hard-surface (vehicles, weapons, architecture, props)
│ → Cube primitive + Bevel + SubSurf modifier stack
│ → See "Hard-surface stack" recipe
│
├── Organic (characters, creatures, plants — block-out only)
│ → Ico Sphere + sculpting (or Voxel Remesh for shape)
│ → For sculpting strokes, redirect: it's gestural, not text-driven
│
├── Architectural / repeating (fences, columns, tile)
│ → Plane/Cube + Array modifier (+ Curve modifier for paths)
│ → See "Array along curve" recipe
│
├── Cylindrical (pipes, columns, bottles)
│ → Cylinder primitive, or Curve + bevel_object
│ → See "Sweep along path" — covered in wireframe-to-3d if needed
│
├── Holes / cuts in existing geometry
│ → Boolean modifier (DIFFERENCE)
│ → See "Boolean cut" recipe
│
└── Quick block-out from primitives only
→ Multiple primitive_*_add calls
→ See "Block-out scene" recipe
Code-execution rules (recap)
- Each
mcp__blender__execute_blender_codecall gets a fresh Python namespace. Re-import everything; identify objects bybpy.data.objects['name']. - Always name objects with
GEO-prefix. Never leaveCube.027. - Print structured output back so you can parse results.
- Chunk long sequences into multiple calls.
Recipes
Critical: axis orientation for elongated objects
For any elongated/asymmetric subject (sword blade, knife, bottle, plank, bone, screwdriver tip, etc.), three axes have different meaning:
- Long axis — the length of the object (78cm for a sword blade)
- Broad axis — the wider face axis, what's visible from the "useful" viewing angle (4.5cm for a blade — the flat side you'd lay on a table)
- Thin axis — the narrower cross-section axis (0.8cm for a blade — the cutting edge)
Always orient elongated objects so the broad axis faces the camera in hero shots. A sword viewed edge-on (camera looking down the thin axis) renders as a thin pole and looks nothing like a sword. The recipes below use this convention:
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.
- 8d ago First seen · 365 lines · 173 tokens per session scan A 787b50ca5ce1
blender-modeling is a skill published in the GitHub repository RobLe3/cc-blender-skill (53 stars, last pushed 4mo ago), licensed MIT. It adds 173 tokens to every session and 3,724 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 2026-08-30.
Other skills, from other repositories
blender-director
Use when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
environment-artist
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
hard-surface
AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.
horror-style
Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung. Use for sparse industrial environments, analog aesthetics, and tension-driven lighting.
character-artist
AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
creature-artist
AAA creature modeling for fantasy, aliens, monsters, and organic creature design with believable anatomy and movement. Use for creature blockouts, muscle flow, bone structure, and animation-ready creature assets in Blender via MCP.