maya-anim-transfer

maya-anim-transfer is a skill for Claude Code, Codex from abrahamADSK/maya-mcp. It costs 102 tokens per session (1,806 once invoked), scanned A, original, MIT.

A Maya animation workflow guide for putting motion onto a rigged character. It covers HumanIK, a Maya system for character animation, motion-capture or BVH transfer, control-rig baking, loops, and animation cleanup.

In plain words
What is it for?
Use it to transfer mocap or BVH animation, create walk cycles, bake motion to a control rig, set reach behavior, and remove drifting curves.
Why use it?
It helps avoid placing keys on the deform skeleton or trusting a retarget that appears correct but breaks during motion.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to transfer mocap or BVH animation, create walk cycles, bake motion to a control rig, set reach behavior, and remove drifting curves.

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Install with agentmods
npx agentmods add skills/abrahamadsk/maya-mcp/maya-anim-transfer
Install

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.

Any agent
npx skills add abrahamADSK/maya-mcp --skill maya-anim-transfer
Clone the repo
git clone --depth 1 https://github.com/abrahamADSK/maya-mcp

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for maya-anim-transfer

README.md
[![agentmods](https://agentmods.dev/badge/skills/abrahamadsk/maya-mcp/maya-anim-transfer/github.svg)](https://agentmods.dev/skills/abrahamadsk/maya-mcp/maya-anim-transfer)
Your own site
<a href="https://agentmods.dev/skills/abrahamadsk/maya-mcp/maya-anim-transfer"><img src="https://agentmods.dev/badge/skills/abrahamadsk/maya-mcp/maya-anim-transfer/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.

agentmods 80×15 button for maya-anim-transfer

Your own site · 80×15
<a href="https://agentmods.dev/skills/abrahamadsk/maya-mcp/maya-anim-transfer"><img src="https://agentmods.dev/badge/skills/abrahamadsk/maya-mcp/maya-anim-transfer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 102 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,806 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00102 $0.01806
Opus 5.5 $0.00041 $0.00722
Sonnet 5.5 $0.00020 $0.00361
Haiku 4.5 $0.00010 $0.00181

Measured 8d ago against content hash 6cf3cceb7e70, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

maya-anim-transfer 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 8d 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.

docs/skills/maya-anim-transfer/SKILL.md · 176 lines

How it starts

The opening of the file, as written. The whole thing — 176 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation transfer and authoring on a rigged character

Applies to any HumanIK-characterised rig, not one project's characters. Everything here was falsified in-vivo. Most of these failures report success — the viewport and the attribute read both agree with you while being wrong.

For which command or flag, ask search_maya_docs — it now carries a HumanIK section (CMDS_API.md), so look there before assuming a command is missing. One trap it records: HIK's cmds surface is split. hikGlobals plus twelve UPPERCASE HIK* runtime commands handle pinning, body-part modes and keying; characterisation and the control-rig bake are MEL via mel.eval(...). Checking with a lowercase hik grep finds one command and hides twelve.

What follows is the procedure, which the corpus does not hold.

1. Author on the control rig. Never key the deform skeleton

The deform skeleton is driven output. Keys placed there fight the rig, survive bakes you did not intend, and produce a character that looks right in one frame and broken in motion.

Author on the rig's controls (*_Ctrl_* or whatever the rig's convention is) and let the deformation follow. This cannot be enforced in code — nothing can reliably tell a deform joint from a control — so the discipline is yours.

Verify in motion, with a playblast. A correct-looking single frame proves nothing about a deformation.

2. Rest pose is not zero

Read the rest pose from the rig publish before you zero, copy or mirror anything. It is not 0, and it differs per character and per node.

"Zeroing a control" is therefore not "returning it to neutral" — it is moving it to an arbitrary pose that happens to be numerically tidy. Every copy, mirror or reset that assumed zero has to be redone.

3. Existing keys silently override setAttr

You setAttr a pose. You read the attribute back. It reads 0.0, or the old value, and you conclude the pose did not take.

It took — and then the existing animation curve overrode it on the next evaluation. The attribute read is honest about the result, not about your write.

Read the full file on GitHub · 176 lines

Changes

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.

  1. 8d ago First seen · 176 lines · 102 tokens per session scan A 6cf3cceb7e70

Subscribe to this mod's changes

maya-anim-transfer is a skill published in the GitHub repository abrahamADSK/maya-mcp (2 stars, last pushed 5d ago), licensed MIT. It adds 102 tokens to every session and 1,806 once invoked, about $0.0004 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 2026-09-29.

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