maya-headless-batch

maya-headless-batch is a skill for Claude Code, Codex from abrahamADSK/maya-mcp. It costs 113 tokens per session (1,792 once invoked), scanned A, original, MIT.

A Maya batch-processing guide for running long or risky work outside the interactive Maya window. It covers renders, cache import and export, multi-file edits, and validation sweeps using Maya’s command-line tools.

In plain words
What is it for?
Use it for batch renders, Alembic/USD/FBX/OBJ cache work, repeated scene edits, and checks across many files.
Why use it?
It prevents the Maya interface from freezing or crashing during work that touches many files, frames, or heavy exports.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: reads .claude/ paths.

Good fit Use it for batch renders, Alembic/USD/FBX/OBJ cache work, repeated scene edits, and checks across many files.

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Install with agentmods
npx agentmods add skills/abrahamadsk/maya-mcp/maya-headless-batch
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-headless-batch
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-headless-batch

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/abrahamadsk/maya-mcp/maya-headless-batch"><img src="https://agentmods.dev/badge/skills/abrahamadsk/maya-mcp/maya-headless-batch.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 113 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,792 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 $0.00113 $0.01792
Opus 5.5 $0.00045 $0.00717
Sonnet 5.5 $0.00023 $0.00358
Haiku 4.5 $0.00011 $0.00179

Measured 4d ago against content hash 6aac4ece86f1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

maya-headless-batch 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 4d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/mayapy_runner.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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-headless-batch/SKILL.md · 148 lines

How it starts

The opening of the file, as written. The whole thing — 148 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Heavy Maya work, out of process

Applies to any long or risky Maya operation, not one project's render. The measurements here were taken in-vivo on Maya 2027 / macOS Tahoe; none of it is inferable from the API docs.

For which command or flag to call, use search_maya_docs — that is the reference layer. This skill is the decision of where to run, and what fails silently when you run it in the wrong place.

1. The Command Port is Maya's main thread

maya_session(action="execute_python") executes synchronously on Maya's main thread. Default wait is 10 s, timeout raises it to 600 s, heartbeats stream every 10 s. For the whole of that window the GUI is frozen.

So a long op is not "slow" — it is a hang that looks like a crash, and on Maya 2027 / Tahoe it frequently becomes one. Three GUI crash modes are known on that build (OpenGL paint, SynHub syscall, Qt hide), and chained heavy operations have taken the session down on their own.

Leave the Command Port when any of these is true:

  • the work touches more than one scene file, or loops over frames;
  • it opens or saves scenes in sequence;
  • it renders anything;
  • it exports or imports a cache;
  • the artist's session must survive, or must not be disturbed.

Staying on the Command Port is right for: inspecting the open scene, small edits the artist wants to see, anything that must act on unsaved in-memory state. That last one is the real constraint — a headless run only sees what is on disk.

2. What maya.standalone does not give you

Plugins do not auto-load. This is the number-one headless failure. A bare standalone session loads none of them, so cmds.AbcExport, cmds.mayaUSDExport, cmds.FBXExport and cmds.arnoldExportAss simply do not exist until you load their plugin. The symptom is an AttributeError on a command you know is real.

Canonical pipeline set — load each in its own try, never abort the run on one:

mayaUsdPlugin   AbcImport   AbcExport   fbxmaya   objExport   mtoa

Read the full file on GitHub · 148 lines

Files

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.

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. 4d ago Changed · +5 lines 6aac4ece86f1
  2. 8d ago First seen · 143 lines · 113 tokens per session scan A 38dbe6c08ac1

Subscribe to this mod's changes

maya-headless-batch is a skill published in the GitHub repository abrahamADSK/maya-mcp (2 stars, last pushed 5d ago), licensed MIT. It adds 113 tokens to every session and 1,792 once invoked, about $0.0005 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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