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-scenegit 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-scene)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-scene"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-scene/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-scene"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-scene.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 | $0.00062 | $0.00675 |
| Opus 5 | $0.00031 | $0.00338 |
| Sonnet 5 | $0.00012 | $0.00135 |
| Haiku 4.5 | $0.00006 | $0.00068 |
Grade A, and why
3dsmax-scene 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 Scene and Object Skill
Inspect and manage scene-level objects through pymxs. Tool contracts live in
tools.yaml; every tool declares affinity: main because even read-only
queries enter the 3ds Max host API.
Use get_scene_status before and after file operations. new_scene and
open_scene reject dirty scenes unless force=true; that flag explicitly
authorizes discarding unsaved changes. Use save_scene for the current file,
save_scene_as for an explicit path, and merge_file for bounded no-prompt
merges. Each lifecycle mutation returns native post-condition readback rather
than treating the native API return value as sufficient proof.
File operations run on the 3ds Max main thread. Open, save, save-as, and merge are monolithic async jobs because the native calls are indivisible: poll the returned Core job instead of retrying after a transport timeout. No lifecycle tool opens a file dialog or falls back to UI automation or arbitrary scripts.
Use the remaining tools to inspect nodes and cameras and perform targeted selection, duplication, deletion, grouping, parenting, visibility, pivot, and transform operations.
Node-targeted tools accept explicit node names or stable object handles and return structured not-found or ambiguous-match errors instead of guessing.
What ships with it
23 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_center_pivots.py 998 B runs code
- action_delete_nodes.py 898 B runs code
- action_duplicate_nodes.py 1.3 KB runs code
- action_freeze_transforms.py 1.0 KB runs code
- action_get_bounding_box.py 671 B runs code
- action_get_node_visibility.py 763 B runs code
- action_get_scene_info.py 2.2 KB runs code
- action_get_scene_metadata.py 2.0 KB runs code
- action_get_scene_status.py 497 B runs code
- action_get_selection.py 588 B runs code
- action_group_nodes.py 1.2 KB runs code
- action_list_cameras.py 556 B runs code
- action_list_scene_nodes.py 1.1 KB runs code
- action_merge_file.py 5.0 KB runs code
- action_new_scene.py 1.8 KB runs code
- action_open_scene.py 2.5 KB runs code
- action_parent_node.py 1.3 KB runs code
- action_save_scene_as.py 484 B runs code
- action_save_scene.py 1019 B runs code
- action_set_selection.py 1.4 KB runs code
- action_set_visibility.py 895 B runs code
- action_unparent_node.py 1.0 KB runs code
- tools.yaml 31 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 · 66 lines · 62 tokens per session scan A 7c6c531d6b28
3dsmax-scene is a skill published in the GitHub repository dcc-mcp/dcc-mcp-3dsmax (4 stars, last pushed today), licensed MIT. It adds 62 tokens to every session and 675 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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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…