Authoring stage — create, assign, query, and manage Lambert / Blinn / surface shader networks. Use for ad-hoc material assignment. For reusable presets and library workflows use maya-material-library; for final rendering use maya-render.
Authoring stage — typed polygon construction and editing: loft, lathe, instance arrays, pivots, mirror, combine, separate, and cleanup. Use for creating or modifying polygon topology from explicit scene inputs. Not for primitive creation (use maya-primitives), construction-history or DG inspection (use…
Scene stage — create nodes, connect / disconnect attributes, query construction history, and inspect DG / DAG topology. Use whenever you reason about how nodes drive each other or construction history. Not for attribute value edits (use maya-attributes), polygon topology cleanup (use maya-mesh-ops), or scene file…
Pipeline stage — production pipeline integration: project workspace setup, asset publishing, metadata tagging. Use when moving assets through a versioned pipeline. Not for primitive creation (maya-primitives), mesh editing (maya-mesh-ops), or rendering (maya-render).
Authoring stage — save / load / mirror character poses as JSON presets. Use for reusable pose libraries on rigged characters. Not for keyframe animation (maya-animation) or rigging setup (maya-rigging).
Authoring stage — schema-validated quick path for creating polygon primitives and editing transforms. Use for predictable, agent-driven primitive creation; the parameters are validated by inputSchema and the results carry structured object names. For complex mesh editing use maya-mesh-ops, for materials use…
Pipeline stage — render farm integration: validate scenes, write job configs, submit to Deadline (or compatible render queues). Use for distributed render submission. Not for local renders (maya-render) or render layer setup.
Pipeline stage — render globals, final-frame rendering, and viewport capture: configure render settings, query them, render frames, capture playblasts. Use for producing final or preview imagery. Not for modeling (maya-mesh-ops), animation editing (maya-animation), generic file import/export (maya-geometry), or render…
Authoring stage — character / prop rigging: joints, IK, skin clusters, deformers, blend shapes, control curves, skin weights, constraints, and optional rig framework detection. Use when constructing rigs. Not for keyframe animation (maya-animation), pose libraries (maya-pose-library), or final scene assembly…
Scene stage — Maya Scene Assembly workflow: Assembly Definitions, Assembly References, and LOD representation switching. Use for assembling large environments from cached / GPU / scene representations. Not for raw geometry import or referencing — use maya-geometry or executepython with cmds.file(reference=True)…
Scene stage — scene file lifecycle and DAG navigation. Use for new / open / save scenes, hierarchy queries, selection management, and top-level organisation. Not for mesh editing or interchange (FBX/OBJ): use maya-mesh-ops or maya-geometry instead.
Bootstrap stage — escape hatch for Maya work that has no packaged skill yet. Agents should prefer searchskills / dcccapabilitymanifest → loadskill → typed tools (inputSchema + annotations) from domain skills; use executepython or executemel only when no skill matches, for bulk in-process loops, or for API…
Pipeline stage — shot-level export: frame ranges, cameras, FBX / Alembic packaging for editorial. Use when packaging shot data for downstream departments. Not for full pipeline publish (maya-pipeline) or scene assembly (maya-scene-assembly).
Authoring stage — bake lighting, AO, normals, and custom maps from high-resolution sources to texture files. Use when generating static texture maps for game / render assets. Not for material assignment (maya-materials) or UV layout (maya-uv-ops).
Authoring stage — UV operations: create, delete, project, unfold, layout, and normalise UV sets. Use whenever working on texture coordinates. Not for mesh modeling (maya-mesh-ops), material authoring (maya-materials), or texture baking (maya-texture-bake).
Pipeline stage - build node-based compositing networks inside Maya: read rendered imagery from disk, stack it in a layeredTexture with per-layer blend modes and opacity, merge passes with blend/over/add/multiply, and wire colour and maths utility nodes. Use to combine a beauty pass with AOVs, mattes or keyed elements…
Authoring stage - Maya particle systems: nParticle and classic particle creation, emitters (omni, directional, surface, curve, volume), particle look and physics attributes, and geometry instancing. Use for particle effects such as dust, sparks, rain and debris. Not for cloth or rigid body simulation (maya-dynamics)…
Bootstrap stage - diagnose and manage Maya plug-ins: enumerate what Maya knows, load and unload them, and explain precisely why one is unusable (missing file, not on the search path, not loaded, or refusing to unload). Use when a command or node type is missing, when a plug-in fails to load, or before relying on a…
Pipeline stage - Maya render setup: renderSetup layers, collections and overrides, Arnold AOVs, legacy renderLayer nodes, and per-layer / per-AOV output path planning for compositing. Use to split a scene into render layers, drive per-layer attribute overrides, add or toggle AOVs, and lay out the file structure a comp…
Set up dcc-mcp-blender for an agent or operator: install Blender Python dependencies with Blender's bundled interpreter, install a startup bridge, generate MCP host configuration, and run a first live-tool smoke prompt.
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: