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 dcc-mcp/dcc-mcp-3dsmax --skill 3dsmax-asset-importgit clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-3dsmaxWrote 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/dcc-mcp/dcc-mcp-3dsmax/3dsmax-asset-import)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-asset-import"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-asset-import/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/dcc-mcp/dcc-mcp-3dsmax/3dsmax-asset-import"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-asset-import.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00064 | $0.00541 |
| Opus 5 | $0.00032 | $0.00270 |
| Sonnet 5 | $0.00013 | $0.00108 |
| Haiku 4.5 | $0.00006 | $0.00054 |
Grade A, and why
3dsmax-asset-import 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 12d 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.
What it actually says
3ds Max Asset Import Skill
Import 3D assets into the current scene using dcc-mcp-core's AssetDescriptor
contract. Supported formats: FBX, OBJ, 3DS, USD, USDA, USDC, and USDZ.
Each import operation snapshots the node set before and after the import, reports what was created, and renames imported nodes with a consistent prefix.
The import_to_scene tool accepts either a dict payload (matching the
AssetDescriptor schema) or a descriptor object and returns the created node
identities with a combined bounding box.
The create_arnold_usd_procedural tool creates a typed MAXtoA procedural for a
USD stage. It preserves the source path, optional USD prim path, time sample,
and authored up-axis so animated USD content can be rendered without arbitrary
Python execution.
What ships with it
3 files 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.
- 12d ago First seen · 57 lines · 64 tokens per session scan A 3860ccebe814
3dsmax-asset-import is a skill published in the GitHub repository dcc-mcp/dcc-mcp-3dsmax (4 stars, last pushed yesterday), licensed MIT. It adds 64 tokens to every session and 541 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 2026-08-31.
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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.
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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…