Gateway skill for cross-DCC asset import — search and resolve assets into a validated AssetDescriptor (local path + attribution). Demo source returns static catalog entries; production sources can add download or remote resolution without changing the contract.
A routing guide for controlling application interfaces through the project’s DCC-CUA system. DCC applications are digital-content tools such as Maya, Blender, and Houdini.
Infrastructure skill — scaffold a new marketplace extension package (SKILL.md + tools.yaml + scripts/) with MIT-0 licensing. Use when creating a publishable marketplace entry for any DCC host. Not for editing existing extensions or driving live DCC scenes — use domain skills for that.
Infrastructure skill — publish (register/update) an extension package to a marketplace catalog. Reads the extension's SKILL.md frontmatter, constructs a CatalogEntry, and upserts it into the target marketplace.json. Optionally commits and pushes when the catalog source is a git repository. Use after scaffolding an…
Plan deterministic coordinate-axis and unit conversions between DCCs, engines, and interchange formats from explicit right/up/forward axes and meters-per-unit values.
Cross-DCC verification toolset - deterministic capture review views, in-band image statistics, scene-vs-spec validation, and reference-vs-render comparison sheets. Pure Python, read-only, DCC-agnostic. Use to close the quality loop without shipping pixels to a model: flag white/near-black/gamma-broken frames from…
Synthetic async skill for gateway integration tests. Sleeps for N seconds and reports progress every 500 ms. No actual Maya installation required — uses MayaStandaloneDispatcher.
Set up dcc-mcp-maya for an agent or operator: install Maya Python dependencies with mayapy, generate MCP host configuration, guide the user through loading the Maya plugin, and run a first live-tool smoke prompt.
Authoring stage — keyframes, timeline, animation curves, constraint baking, and curve I/O. Use whenever you create or edit time-based motion. Not for rigging setup (maya-rigging), pose library (maya-pose-library), or render output (maya-render).
Pipeline stage — asset discovery and resolution. Search local asset libraries, resolve paths to structured AssetDescriptor records, and surface candidate assets for downstream import. Use before maya-import-to-scene to locate what to import.
Scene stage — read, write, lock, and create attributes on any Maya node. Use whenever you need to query or set an attribute value with a typed, validated tool instead of dropping into executepython. Not for connecting attributes (use maya-node-graph) or scripting full procedures (use maya-scripting).
Authoring stage - typed Bifrost procedural modeling and graph construction in Maya. Use to create graph shapes or boards, add Bifrost nodes, set input defaults, and connect ports. Not for ordinary Maya DG nodes (maya-node-graph), polygon edits (maya-mesh-ops), or arbitrary Python/MEL (maya-scripting).
Pipeline stage — development workflow helpers for authoring Maya tools inside a live Maya session. Use to attach a local Python project, hot-reload its modules, run entrypoints or scripts, start debugpy, and capture Maya UI evidence, automate Qt controls, and return stable refs while iterating with an agent. Not for…
Scene stage — Maya display layers and viewport visibility management. Use for organising what artists / agents see in the viewport (display layers, show/hide). Not for render layers or final imagery — use maya-render or a future maya-render-layers skill for that.
Authoring stage - Maya dynamics: classic rigid bodies and force fields plus the Nucleus family (nCloth, passive colliders, Nucleus constraints, the nucleus solver) and nCache write/delete. Use for simulation setup steps before baking with maya-animation. Not for particle systems (maya-particles), Bifrost graphs…
Interchange stage — save / load / list / delete export presets (FBX, OBJ, Alembic configurations stored as JSON). Use to standardise export settings across a team or project. Not for one-off exports (use maya-geometry) or pipeline publishing (use maya-pipeline / maya-shot-export).
Authoring stage Maya expression nodes: create, list, delete procedural expressions that drive attributes. Use for procedural animation / rig logic. Not for keyframe animation (maya-animation) or arbitrary scripting (maya-scripting).
Interchange stage — FBX / OBJ / Alembic / USD geometry interchange. Import native USD nodes with Maya USD; scene save is owned by maya-scene. The FBX export tool drives every FBXExport option through the FBX plugin's MEL globals, bakes animation by default, and verifies the output file. Use for cross-DCC handoff. Not…
Pipeline stage — structured asset import. Consume an AssetDescriptor produced by maya-asset-source and import the asset (FBX, OBJ, USD) into the current Maya scene via cmds.file(). Handles axis/unit conversion, MaterialMode, PlacementHint, and optional target collection grouping. Returns an ImportToSceneResult with…
Authoring stage — pre-configured lighting templates: three-point rigs, HDRI domes, individual lights, and rig-level intensity controls. Use when deploying a ready-made lighting setup or adding a typed light without falling back to raw Maya commands. Not for final render output — use maya-render for output settings.
Authoring stage — save / load / manage reusable material presets as JSON side-files. Use for cross-shot or cross-asset shader reuse. Not for building a one-off material on the fly (use maya-materials) or final rendering (use maya-render).
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: