pipeline-automation

pipeline-automation is a skill for Claude Code from sandraschi/blender-mcp. It costs 29 tokens per session (621 once invoked), scanned A, original, MIT.

A set of tools for processing groups of 3D assets, including optimization, material baking, rendering, conversion, and export for platforms such as Unity and VRChat.

In plain words
What is it for?
It helps optimize scenes, reduce mesh detail, bake materials, batch-render cameras, convert formats such as FBX and GLB, and prepare assets for target platforms.
Why use it?
It applies consistent processing steps across many assets and reduces repetitive preparation work before assets are used in a game or virtual-world platform.

Skill for Claude Code

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

Part of the blender-mcp plugin — 6 skills shipped together

Good fit It helps optimize scenes, reduce mesh detail, bake materials, batch-render cameras, convert formats such as FBX and GLB, and prepare assets for target platforms.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/sandraschi/blender-mcp/pipeline-automation
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 sandraschi/blender-mcp --skill pipeline-automation
Clone the repo
git clone --depth 1 https://github.com/sandraschi/blender-mcp

Made for: Claude Code.

Or install blender-mcp, the plugin that ships this one along with the rest of its 6 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 pipeline-automation

README.md
[![agentmods](https://agentmods.dev/badge/skills/sandraschi/blender-mcp/pipeline-automation/github.svg)](https://agentmods.dev/skills/sandraschi/blender-mcp/pipeline-automation)
Your own site
<a href="https://agentmods.dev/skills/sandraschi/blender-mcp/pipeline-automation"><img src="https://agentmods.dev/badge/skills/sandraschi/blender-mcp/pipeline-automation/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 pipeline-automation

Your own site · 80×15
<a href="https://agentmods.dev/skills/sandraschi/blender-mcp/pipeline-automation"><img src="https://agentmods.dev/badge/skills/sandraschi/blender-mcp/pipeline-automation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 621 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00029 $0.00621
Opus 5 $0.00015 $0.00311
Sonnet 5 $0.00006 $0.00124
Haiku 4.5 $0.00003 $0.00062

Measured 11d ago against content hash 3a1eb86aef80, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

pipeline-automation 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.

skills/pipeline-automation/SKILL.md · 45 lines

How it starts

The opening of the file, as written. The whole thing — 45 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Pipeline Automation Skill

Description: 3D pipeline technical artist skill for batch processing multiple assets with consistent optimization settings. Covers batch rendering, asset pipeline, format conversion, headless batch operations, material baking, and platform-specific export configurations.

Trigger Phrases

  • "Batch optimize all assets for [platform]"
  • "Export the entire scene for Unity"
  • "Bake materials on all selected objects"
  • "Convert all FBX files to GLB"
  • "Run headless batch render on all cameras"
  • "Set up a render farm job for this scene"
  • "Apply LODs to all high-poly meshes"

Tools

  • intelligent_3d_processing(prompt="...") — Multi-step batch processing with natural language prompt. Handles decimation, material unlinking, export, and optimization.
  • optimize_3d_scene(target_platform="...", decimation_ratio=0.5) — Get an optimization plan for a specific platform (Unity, Unreal, VRChat, Web).
  • batch_render(output_path="...", format="PNG", cameras=["..."]) — Batch render all or selected cameras.
  • convert_format(input_path="...", output_format="glb", ...) — Convert between 3D formats (FBX, GLB, OBJ, STL, BLEND).
  • apply_modifier(modifier_type="decimate", ratio=0.5) — Apply geometry modifiers in batch.

Workflow

  1. Target identification: Determine target platform — Unity (Prefab + FBX/GLB), Unreal (FBX + LODs), VRChat (GLB + optimized mesh), Web (GLB with compression).
  2. Plan generation: Use optimize_3d_scene(target_platform="...") to get per-platform optimization guidelines (poly count budgets, texture sizes, material limits).
  3. Batch execution: Use intelligent_3d_processing(prompt="...") to execute decimations, material unlinking, and export in one pass. Specify the platform's format requirements.
  4. Verification: Check export paths and file formats match platform specs. Validate poly counts and texture references.

Examples

Batch Optimization

"Optimize all meshes in the scene for VRChat and export as GLB." → optimize_3d_scene(target_platform="vrchat")intelligent_3d_processing(prompt="Batch decimate to 50% and export as GLB for VRChat")

Read the full file on GitHub · 45 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. 11d ago First seen · 45 lines · 29 tokens per session scan A 3a1eb86aef80

Subscribe to this mod's changes

pipeline-automation is a skill published in the GitHub repository sandraschi/blender-mcp (44 stars, last pushed 4d ago), licensed MIT. It adds 29 tokens to every session and 621 once invoked, about $0.0001 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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