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 contour-to-meshgit 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/contour-to-mesh)<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/contour-to-mesh"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/contour-to-mesh/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/contour-to-mesh"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/contour-to-mesh.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00065 | $0.00992 |
| Opus 5 | $0.00032 | $0.00496 |
| Sonnet 5 | $0.00013 | $0.00198 |
| Haiku 4.5 | $0.00006 | $0.00099 |
Grade A, and why
contour-to-mesh 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 11d 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:
- contour-to-mesh — 94% identical, 2 lines differ
How it starts
The opening of the file, as written. The whole thing — 83 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Contour to Mesh
Use this when a reference silhouette is the contract. The mesh starts as a filled 2D contour in front-view X/Z, then gets shallow Y depth/crown after validation.
Workflow
- Extract or select a clean contour/mask for one structural part.
- Generate a triangulated mesh recipe with
scripts/mask_to_mesh_recipe.py. - Run the generated Blender Python to create a named
GEO_*mesh. - Assign front-projected UVs immediately.
- Add depth only as a modifier or vertex displacement that preserves X/Z boundary positions.
- Validate the front render against the source mask.
Hard rules
- Do not use radial duplication unless the manifest says the source is symmetric.
- Do not use a generic ellipse if a contour exists.
- Boundary vertices must keep source X/Z coordinates.
- Depth deformation may move Y and inner vertices, but must not alter front silhouette.
- One structural source part should become one named structural mesh.
Blender pattern
Generated mesh coordinates should map image x to Blender X and image y to Blender Z with vertical flip. Use Y only for thickness/depth.
Front-plane rotation rule
In this Blender coordinate convention, the front camera looks along the Y axis and the reference silhouette lives in the X/Z plane. Therefore 2D rotations inside the front view are rotations around the Y axis, not around Z. Use rotation_euler = (0, angle, 0) for 2D component orientation in the front projection. Z rotation spins objects into/out of screen-space incorrectly for X/Z-plane meshes.
Sources distilled
- Blender Mesh API: create meshes from vertices/faces using
from_pydata. - Blender BMesh: use for cleanup, triangulation, normals, smoothing.
- OpenCV contours: detect and simplify boundaries.
- Delaunay triangulation: useful for filled interior meshes when filtered by mask containment.
Part-inventory handoff
When masks come from source-part-segmentation, preserve the part_inventory.json names in Blender:
GEO_<part_name>, MAT_<part_name>, and UV layer names. Mesh generation must record:
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.
- 11d ago First seen · 83 lines · 65 tokens per session scan A 3d5648094c36
contour-to-mesh is a skill published in the GitHub repository RobLe3/cc-blender-skill (58 stars, last pushed 4mo ago), licensed MIT. It adds 65 tokens to every session and 992 once invoked, about $0.0003 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.
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