texture-driven-mesh-fitting

texture-driven-mesh-fitting is a skill for Claude Code, Codex from RobLe3/cc-blender-skill. It costs 70 tokens per session (609 once invoked), scanned A, original, MIT.

A 3D modelling skill that reshapes mesh boundaries to match the outlines of regions in a texture atlas or decal. A texture atlas is one image containing several texture areas for a model.

In plain words
What is it for?
Use it to fit model parts to texture or wireframe contours before completing UV mapping and materials.
Why use it?
It fixes cases where the texture is positioned correctly but the model's visible outline is wrong. The mesh is adjusted to the source shape instead of distorting the texture to conceal the mismatch.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/roble3/cc-blender-skill/texture-driven-mesh-fitting
Any agent
npx skills add RobLe3/cc-blender-skill --skill texture-driven-mesh-fitting
Clone the repo
git clone --depth 1 https://github.com/RobLe3/cc-blender-skill

Made for: Claude Code, Codex.

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 texture-driven-mesh-fitting

README.md
[![agentmods](https://agentmods.dev/badge/skills/roble3/cc-blender-skill/texture-driven-mesh-fitting.svg)](https://agentmods.dev/skills/roble3/cc-blender-skill/texture-driven-mesh-fitting)
Your own site
<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/texture-driven-mesh-fitting"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/texture-driven-mesh-fitting.svg" alt="Measured on agentmods" height="20"></a>
Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 609 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00070 $0.00609
Opus 5 $0.00035 $0.00304
Sonnet 5 $0.00014 $0.00122
Haiku 4.5 $0.00007 $0.00061

Measured 5d ago against content hash e986586443de, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

texture-driven-mesh-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 5d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/contour_correspondence_report.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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

plugin/skills/texture-driven-mesh-fitting/SKILL.md · 53 lines

How it starts

The opening of the file, as written. The whole thing — 53 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Texture-Driven Mesh Fitting

This skill fixes the common failure: a texture is mapped correctly, but the mesh silhouette underneath is wrong. The mesh adapts to the source contour; the texture is not stretched to hide a wrong mesh.

Preconditions

  • Structural parts are segmented (source-part-segmentation).
  • Each part has a contour/mask and, if textured, an atlas region (atlas-uv-fitting).
  • The object is source-locked in front X/Z before depth is added.
  • Canonical view policy is resolved (multiview-constraint-solver) if views conflict.

Workflow

  1. Extract source contour from the texture/wireframe region.
  2. Extract current mesh boundary in the same projected coordinate space.
  3. Build ordered contour correspondence by arc length, named landmarks, or seam/control points.
  4. Move boundary vertices to source contour positions.
  5. Move interior vertices by smooth interpolation, piecewise-affine warp, or thin-plate-spline style deformation.
  6. Preserve UV parameterization by remapping boundary-fitted local coordinates into the atlas rectangle.
  7. Re-render overlay; do not proceed to look-dev until texture-region silhouette passes.

Acceptance gates

  • Per-part source/product bbox center and size within tolerance.
  • Boundary maximum sample error below tolerance after normalization.
  • Texture atlas region does not visibly bleed outside the fitted mesh in front view.
  • Named landmarks (leaf_tip, base_left, base_right, face_corner, etc.) pass landmark-fit-repair.

Hard rules

  • If a texture crop has a different silhouette than the mesh, reshape the mesh first.
  • Do not use global UV stretching to hide geometry mismatch.
  • Boundary fitting must happen before side-depth/crown deformation.
  • Do not tune material/light to compensate for geometry/UV misfit.

Scripts

  • scripts/contour_correspondence_report.py reports bbox, centroid, and sampled contour deltas between a source mask and a render/object mask.

Sources distilled

  • Piecewise-affine/landmark warping gives a practical mesh deformation model.
  • Thin-plate-spline style deformation is appropriate for smooth mascot/logo surfaces when landmarks are sparse.
  • Blender mesh vertices/UV layers can be edited directly; BMesh is useful for cleanup after deformation.

Read the full file on GitHub · 53 lines

Files

What ships with it

1 file 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 · 53 lines · 70 tokens per session scan A e986586443de

Subscribe to this mod's changes

texture-driven-mesh-fitting is a skill published in the GitHub repository RobLe3/cc-blender-skill (50 stars, last pushed 4mo ago), licensed MIT. It adds 70 tokens to every session and 609 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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