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-rigginggit 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-rigging)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-rigging"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-rigging/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-rigging"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-rigging.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 | $0.00039 | $0.00593 |
| Opus 5 | $0.00019 | $0.00296 |
| Sonnet 5 | $0.00008 | $0.00119 |
| Haiku 4.5 | $0.00004 | $0.00059 |
Grade A, and why
3dsmax-rigging 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 11d 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 Rigging Tools
Create lightweight rig helpers and controls, build simple bone chains, inspect
typed rig state, exchange controller poses, and read, replace, copy, export, or
import native Skin weights. Weight and pose mutations preflight the complete
request and require host readback; weight batches roll back on verification
failure. File exchange accepts only explicit absolute .json paths and can
verify SHA-256 on import. Export refuses to replace an existing file unless
overwrite=true is explicit.
Tools operate on explicit node references or explicit use_selection=true and
declare affinity: main for 3ds Max scene access. create_constraint provides
the shared point | orient | aim | parent names while the older
set_constraint_target surface remains backward compatible.
Character-system helpers are limited to availability checks so optional biped or CAT support can fail gracefully when the host installation does not expose those APIs.
dcc-mcp/rig-state@1, dcc-mcp/pose@1, and the Skin weight JSON shape are
thin adapter contracts pending the shared Core verification owner tracked by
dcc-mcp-core#2261.
What ships with it
19 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.
- action_apply_deformer_modifier.py 1.1 KB runs code
- action_copy_weights.py 997 B runs code
- action_create_bone_node.py 768 B runs code
- action_create_constraint.py 966 B runs code
- action_create_control.py 639 B runs code
- action_create_helper_node.py 506 B runs code
- action_create_joint_chain.py 437 B runs code
- action_create_path_helper.py 423 B runs code
- action_export_skin_weights.py 814 B runs code
- action_get_character_system_availability.py 412 B runs code
- action_get_skin_weights.py 676 B runs code
- action_import_skin_weights.py 755 B runs code
- action_list_rig_state.py 722 B runs code
- action_load_pose.py 384 B runs code
- action_remove_deformer_modifier.py 1.1 KB runs code
- action_save_pose.py 585 B runs code
- action_set_constraint_target.py 842 B runs code
- action_set_skin_weights.py 717 B runs code
- tools.yaml 23 KB
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.
- 11d ago First seen · 62 lines · 39 tokens per session scan A 7b509c43bdff
3dsmax-rigging is a skill published in the GitHub repository dcc-mcp/dcc-mcp-3dsmax (4 stars, last pushed today), licensed MIT. It adds 39 tokens to every session and 593 once invoked, about $0.0002 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.
Other skills, from other repositories
maya-render
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…
maya-scripting
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…
dcc-mcp-maya-setup
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.
maya-asset-source
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.
maya-asset-sync
Consume and publish content-addressed USD revisions with native-editable or fidelity-first Maya modes.
maya-rigging
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…