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 Zhang-Henry/CoEvoSkills --skill evo-threejs-obj-exportgit clone --depth 1 https://github.com/Zhang-Henry/CoEvoSkillsWrote 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/zhang-henry/coevoskills/evo-threejs-obj-export)<a href="https://agentmods.dev/skills/zhang-henry/coevoskills/evo-threejs-obj-export"><img src="https://agentmods.dev/badge/skills/zhang-henry/coevoskills/evo-threejs-obj-export/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/zhang-henry/coevoskills/evo-threejs-obj-export"><img src="https://agentmods.dev/badge/skills/zhang-henry/coevoskills/evo-threejs-obj-export.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00070 | $0.01532 |
| Opus 5 | $0.00035 | $0.00766 |
| Sonnet 5 | $0.00014 | $0.00306 |
| Haiku 4.5 | $0.00007 | $0.00153 |
Grade A, and why
evo-threejs-obj-export 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 9d 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.
How it starts
The opening of the file, as written. The whole thing — 159 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js to OBJ Export Skill
Overview
Converts Three.js scene graphs to Wavefront OBJ format suitable for Blender import.
Key Capabilities
- Handles regular
Meshobjects with full world transform baking - Handles
InstancedMeshby expanding each instance with its per-instance transform - Applies coordinate system conversion (-90° X rotation) from Three.js Y-up to Blender Z-up
- Properly handles non-uniform and mirrored scales (flips winding order when determinant < 0)
- Preserves normals with correct normal matrix transformation
- Manages OBJ 1-based index offsets across multiple objects
Usage
The main export script is scripts/export_obj.mjs. It must be run from a directory
that has three in its node_modules/ (e.g., /root/).
// Fresh agent example - copy and run from /root/
import * as THREE from 'three';
import { createScene } from '/root/data/object.js';
import fs from 'fs';
import path from 'path';
const root = createScene();
const coordConvert = new THREE.Matrix4().makeRotationX(-Math.PI / 2);
root.updateMatrixWorld(true);
let output = '';
let indexVertex = 0;
let indexNormals = 0;
let indexUvs = 0;
function emitMeshGeometry(name, geometry, worldMatrix) {
const finalMatrix = new THREE.Matrix4().copy(coordConvert).multiply(worldMatrix);
const normalMatrix = new THREE.Matrix3().getNormalMatrix(finalMatrix);
const det = finalMatrix.determinant();
const flipWinding = det < 0;
const vertices = geometry.getAttribute('position');
const normals = geometry.getAttribute('normal');
const uvs = geometry.getAttribute('uv');
const indices = geometry.getIndex();
if (!vertices) return;
output += 'o ' + name + '\n';
let nbVertex = 0, nbNormals = 0, nbUvs = 0;
const v = new THREE.Vector3();
for (let i = 0; i < vertices.count; i++) {
v.fromBufferAttribute(vertices, i);
v.applyMatrix4(finalMatrix);
output += 'v ' + v.x + ' ' + v.y + ' ' + v.z + '\n';
nbVertex++;
}
if (uvs) {
const uv = new THREE.Vector2();
for (let i = 0; i < uvs.count; i++) {
uv.fromBufferAttribute(uvs, i);
output += 'vt ' + uv.x + ' ' + uv.y + '\n';
nbUvs++;
}
}
if (normals) {
const n = new THREE.Vector3();
for (let i = 0; i < normals.count; i++) {
n.fromBufferAttribute(normals, i);
n.applyMatrix3(normalMatrix).normalize();
output += 'vn ' + n.x + ' ' + n.y + ' ' + n.z + '\n';
nbNormals++;
}
}
if (indices !== null) {
for (let i = 0; i < indices.count; i += 3) {
let a = indices.getX(i), b = indices.getX(i+1), c = indices.getX(i+2);
if (flipWinding) [b, c] = [c, b];
const face = [];
for (const j of [a, b, c]) {
const vi = indexVertex + j + 1;
let s = '' + vi;
if (normals || uvs) {
s += '/';
if (uvs) s += (indexUvs + j + 1);
if (normals) s += '/' + (indexNormals + j + 1);
}
face.push(s);
}
output += 'f ' + face.join(' ') + '\n';
}
} else {
for (let i = 0; i < vertices.count; i += 3) {
let a = i, b = i+1, c = i+2;
if (flipWinding) [b, c] = [c, b];
const face = [];
for (const j of [a, b, c]) {
const vi = indexVertex + j + 1;
let s = '' + vi;
if (normals || uvs) {
s += '/';
if (uvs) s += (indexUvs + j + 1);
if (normals) s += '/' + (indexNormals + j + 1);
}
face.push(s);
}
output += 'f ' + face.join(' ') + '\n';
}
}
indexVertex += nbVertex;
indexUvs += nbUvs;
indexNormals += nbNormals;
}
function traverseAndExport(object) {
if (object.isMesh && !object.isInstancedMesh) {
emitMeshGeometry(object.name || 'unnamed_mesh', object.geometry, object.matrixWorld);
}
if (object.isInstancedMesh) {
const instanceMatrix = new THREE.Matrix4();
for (let i = 0; i < object.count; i++) {
object.getMatrixAt(i, instanceMatrix);
const instanceWorld = new THREE.Matrix4().copy(object.matrixWorld).multiply(instanceMatrix);
emitMeshGeometry((object.name || 'instanced') + '_' + i, object.geometry, instanceWorld);
}
}
for (const child of object.children) traverseAndExport(child);
}
traverseAndExport(root);
fs.mkdirSync('/root/output', { recursive: true });
fs.writeFileSync('/root/output/object.obj', output);
console.log('Export complete');
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.
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.
- 9d ago First seen · 159 lines · 70 tokens per session scan A 0e7734328d73
evo-threejs-obj-export is a skill published in the GitHub repository Zhang-Henry/CoEvoSkills (66 stars, last pushed 23d ago), licensed Apache-2.0. It adds 70 tokens to every session and 1,532 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 2026-09-03.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.