3dsmax-scene

3dsmax-scene is a skill for Claude Code, Codex from dcc-mcp/dcc-mcp-3dsmax. It costs 62 tokens per session (675 once invoked), scanned A, original, MIT.

A skill for managing scenes and objects in Autodesk 3ds Max, a 3D modeling and animation application. It covers scene files, objects, cameras, selection, visibility, grouping, and transforms.

In plain words
What is it for?
It is for opening, saving, and merging scenes; inspecting objects and cameras; and selecting, duplicating, deleting, grouping, parenting, hiding, or transforming objects.
Why use it?
It provides structured operations for inspecting and changing a 3ds Max scene while checking the result after file operations.

Skill for Claude CodeCodex

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

Good fit It is for opening, saving, and merging scenes; inspecting objects and cameras; and selecting, duplicating, deleting, grouping, parenting, hiding, or transforming objects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-scene
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 dcc-mcp/dcc-mcp-3dsmax --skill 3dsmax-scene
Clone the repo
git clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-3dsmax

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 3dsmax-scene

README.md
[![agentmods](https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-scene/github.svg)](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-3dsmax/3dsmax-scene)
Your own site
<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.

agentmods 80×15 button for 3dsmax-scene

Your own site · 80×15
<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>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 675 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 $0.00062 $0.00675
Opus 5 $0.00031 $0.00338
Sonnet 5 $0.00012 $0.00135
Haiku 4.5 $0.00006 $0.00068

Measured 11d ago against content hash 7c6c531d6b28, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

The scan reads SKILL.md. This mod also ships 22 executable files (action_center_pivots.py, action_delete_nodes.py, action_duplicate_nodes.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.

src/dcc_mcp_3dsmax/skills/3dsmax-scene/SKILL.md · 66 lines

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.

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. 11d ago First seen · 66 lines · 62 tokens per session scan A 7c6c531d6b28

Subscribe to this mod's changes

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.

Related

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…

dcc-mcp/dcc-mcp-maya · 77 tokens

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/dcc-mcp-maya · 100 tokens

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.

dcc-mcp/dcc-mcp-maya · 55 tokens

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.

dcc-mcp/dcc-mcp-maya · 50 tokens

maya-asset-sync

Consume and publish content-addressed USD revisions with native-editable or fidelity-first Maya modes.

dcc-mcp/dcc-mcp-maya · 23 tokens

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…

dcc-mcp/dcc-mcp-maya · 78 tokens