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 vfx-documentationgit 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/vfx-documentation)<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/vfx-documentation"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/vfx-documentation/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/vfx-documentation"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/vfx-documentation.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 | $0.00051 | $0.03104 |
| Opus 5.5 | $0.00020 | $0.01242 |
| Sonnet 5.5 | $0.00010 | $0.00621 |
| Haiku 4.5 | $0.00005 | $0.00310 |
Grade A, and why
vfx-documentation 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 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.
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.
How it starts
The opening of the file, as written. The whole thing — 493 lines — stays where its author put it; the contents beside it link to each section on GitHub.
VFX Documentation Skill
Version: 1.0.0 Last Updated: 2025-12-03 Status: Production-ready Dependencies: Claude Code, VFX_SKILL_CONSTITUTION.md v2.0.0
Index-Driven Documentation for VFX Pipeline Applications
Create and maintain professional, navigable documentation across all VFX applications using a standardized index-first approach that serves both humans and AI agents.
When to Use This Skill
Trigger Scenarios
User says:
- "Document today's session"
- "Create documentation index for [Application]"
- "Update the docs"
- "How should I document this?"
- "Create session documentation"
- "Set up documentation for Nuke/Houdini/Blender/etc."
- "Make this documentation consistent"
Project indicators:
- Starting documentation for new VFX application
- Existing docs are scattered/hard to navigate
- Need to maintain cross-references
- Multi-application VFX pipeline
- AI agent needs to understand doc structure
- Team needs onboarding materials
Core Concept: Index-Driven Documentation
The Problem
Traditional VFX Documentation:
docs/
+-- old_setup_guide.md
+-- nuke_stuff.txt
+-- README.md
+-- some_notes.md
+-- api_reference_v2.md
Issues:
- No entry point
- Unclear what's current
- Hard to find specific info
- AI agents can't understand structure
- Cross-references break
- No consistency between applications
The Solution
Index-Driven Documentation:
DEVELOPMENT_DOCUMENTATION_INDEX.md <- Single Entry Point
+-- Quick Navigation ("I Need To...")
+-- Main Guides (links + descriptions)
+-- Session Documentation (history)
+-- Documentation Map (topic -> location)
+-- Getting Started Paths (skill-based)
+-- Cross-References (validated)
Benefits:
[OK] Single source of truth
[OK] Clear navigation for all users
[OK] AI-friendly structure
[OK] Automatic cross-reference tracking
[OK] Consistent across all VFX apps
[OK] 70-80% faster onboarding
Quick Start: 3 Steps
Step 1: Copy Template
cp ClaudeCode/templates/DOCUMENTATION_INDEX_TEMPLATE.md \
[YourProject]/DEVELOPMENT_DOCUMENTATION_INDEX.md
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.
- today First seen · 493 lines · 51 tokens per session scan A 4f8f489c21a3
vfx-documentation is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 51 tokens to every session and 3,104 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-11-02.
Other skills, from other repositories
usd-tools
Infrastructure skill — low-level OpenUSD scene inspection and validation: read layer stacks, traverse prims, validate USD schemas. Use when working directly with raw USD files (usda, usdc, usdz) or verifying USD compliance. Not for Maya-specific USD export — use maya-pipelineexportusd for that. Not for full DCC…
spatial-interchange
Plan deterministic coordinate-axis and unit conversions between DCCs, engines, and interchange formats from explicit right/up/forward axes and meters-per-unit values.
game-level-layout
Game level layout review helpers for editor contexts.
ue5-blueprint-workflow
UE5.6/UE5.7 Blueprint graph workflow for feature implementation, input events, node wiring, and graph validation. Use when requests involve adding Blueprint logic, keyboard input behavior, function chains, event graph edits, or pin-level connection guidance.
ue57-camera-transform
Set, get, and animate UE Editor viewport camera and CameraActor transforms safely. Prevents the common Rotator positional-argument trap (roll,pitch,yaw vs pitch,yaw,roll). Use when AI needs to: (1) move or rotate the viewport camera, (2) set a CameraActor's transform, (3) look-at a target location, (4) orbit around an…
ue57-viewport-capture
Capture UE viewport screenshots (color, depth, normal buffers) and build AI analysis context. Use when AI needs to: (1) take a screenshot of the current viewport, (2) capture depth/normal maps alongside color, (3) analyze scene composition/lighting/performance visually, (4) get viewport image + camera transform for…