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 sideshowroberto/vfx-agent-toolkit --skill blender-sculptinggit clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkitWrote 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/sideshowroberto/vfx-agent-toolkit/blender-sculpting)<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/blender-sculpting"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/blender-sculpting/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/sideshowroberto/vfx-agent-toolkit/blender-sculpting"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/blender-sculpting.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 | $0.00047 | $0.02216 |
| Opus 5.5 | $0.00019 | $0.00886 |
| Sonnet 5.5 | $0.00009 | $0.00443 |
| Haiku 4.5 | $0.00005 | $0.00222 |
Grade A, and why
blender-sculpting scanned grade A with 1 finding 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 today.
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.
Makes network callslowCapability
Not a fault in itself. Listed so you know the mod talks to something, and to what.
- Removed HTTP Bridge section and curl health-check steps How it starts
The opening of the file, as written. The whole thing — 325 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Sculpting Skill
Version: 2.0.0 Last Updated: 2026-06-10 Dependencies: Blender 5.1+
API Notes (5.1+)
Viewport shading change (4.5.0+):
import bpy
# [FAIL] OLD
# space.shading.type = 'MATERIAL_PREVIEW'
# [OK] NEW (4.5.0+)
space.shading.type = 'MATERIAL'
# Valid modes: 'WIREFRAME', 'SOLID', 'MATERIAL', 'RENDERED'
Sculpting operators require Blender context - use the Blender MCP's execute_blender_code tool, which has full context. For high-resolution mesh deformation, direct vertex manipulation is more reliable than sculpt brush operators.
QUICK START
Create Base Terrain Mesh
import bpy
# Remove existing terrain
for obj in [o for o in bpy.data.objects if o.name.startswith('Terrain')]:
bpy.data.objects.remove(obj, do_unlink=True)
# Create 100x100 grid terrain
size = 100
subdivisions = 100
vertices = []
faces = []
for y in range(subdivisions + 1):
for x in range(subdivisions + 1):
x_pos = (x / subdivisions - 0.5) * size
y_pos = (y / subdivisions - 0.5) * size
vertices.append((x_pos, y_pos, 0.0))
for y in range(subdivisions):
for x in range(subdivisions):
i = y * (subdivisions + 1) + x
faces.append([i, i + 1, i + subdivisions + 2, i + subdivisions + 1])
mesh = bpy.data.meshes.new('TerrainMesh')
mesh.from_pydata(vertices, [], faces)
mesh.update()
obj = bpy.data.objects.new('Terrain', mesh)
bpy.context.collection.objects.link(obj)
for poly in mesh.polygons:
poly.use_smooth = True
print(f'Terrain created: {len(vertices)} vertices, {len(faces)} faces')
Add Multires Modifier
import bpy
terrain = bpy.data.objects.get('Terrain')
if terrain:
multires = terrain.modifiers.new('Multires', 'MULTIRES')
print(f'Multires added to {terrain.name}')
# To subdivide: use Blender UI or bpy.ops.object.multires_subdivide
# after setting active object and entering Object mode
STANDARD WORKFLOWS
Workflow 1: Direct Vertex Terrain Sculpting
What ships with it
3 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.
- today First seen · 325 lines · 47 tokens per session scan A 8ede06b352d9
blender-sculpting is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 47 tokens to every session and 2,216 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-11-02.
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