houdini-animation

houdini-animation is a skill for Claude Code from dcc-mcp/dcc-mcp-houdini. It costs 66 tokens per session (1,148 once invoked), scanned A, original, MIT.

A Houdini animation toolset for timelines, keyframes, animation channels, and cache baking. It also supports checking whether bounded transform loops remain continuous.

In plain words
What is it for?
Use it to set frame ranges and FPS, add or remove keyframes, inspect animated parameters, export or import channel data, bake animation into constant keys, and start simulation or cache renders.
Why use it?
It brings timeline edits, channel inspection, JSON exchange, and baking into one workflow instead of requiring separate manual steps.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to set frame ranges and FPS, add or remove keyframes, inspect animated parameters, export or import channel data, bake animation into constant keys, and start simulation or cache renders.

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

Made for: Claude Code.

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 houdini-animation

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-animation"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,148 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 $0.00066 $0.01148
Opus 5 $0.00033 $0.00574
Sonnet 5 $0.00013 $0.00230
Haiku 4.5 $0.00007 $0.00115

Measured 11d ago against content hash 8e1e8b74f158, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

houdini-animation 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 13 executable files (scripts/_anim_common.py, scripts/bake_channels.py, scripts/cache_simulation.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_houdini/skills/houdini-animation/SKILL.md · 92 lines

How it starts

The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.

houdini-animation

Typed animation tools for agents. All tools are affinity: main.

Tool groups

  • timeline: get_timeline, set_timeline — the canonical timeline query/setter. For interactive timeline edits prefer set_timeline over houdini_automation__set_frame_range (which remains for file-based batch flows).
  • keyframes: set_keyframe, get_keyframes, delete_keyframes (destructive).
  • channels: list_animated_parms, get_channel_info, export_channels, import_channels (JSON round-trip).
  • validation: validate_loop_contract — bounded, read-only OBJ world- transform continuity checks with driver summaries. It never inspects or cooks geometry and restores the original frame in finally.
  • bake: bake_channels (async per-frame sample → constant keys, hard frame cap), cache_simulation (launch an isolated filecache/DOP/geometry ROP job by default, or report written_files + elapsed_secs in explicit foreground mode).

Tracer-bullet flow

  1. set_timeline(frame_range=[1,48], fps=24)
  2. set_keyframe(node_path="/obj/geo1", parm_name="tx", frame=1, value=0)
  3. set_keyframe(node_path="/obj/geo1", parm_name="tx", frame=48, value=10)
  4. get_keyframes("/obj/geo1", "tx") → verify two keys
  5. validate_loop_contract(["/obj/geo1"], 1, 48) → verify the periodic seam
  6. export_channels("/obj/geo1", ["tx"], "/tmp/tx.json")import_channels to retarget
  7. bake_channels("/obj/geo1", ["tx"], frame_range=[1,48]) to flatten expressions

For numeric keys, set_keyframe accepts optional interpolation: bezier, linear, or constant. It controls the segment starting at that key; omit it to preserve Houdini's default. Use constant for discrete one-frame switches.

Loop range contract

validate_loop_contract treats [start_frame, end_frame] as N unique playback samples. For the default step of one frame it temporarily samples start, start+1, start+2, end-1, end, and the virtual continuation end+1.

Read the full file on GitHub · 92 lines

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 · 92 lines · 66 tokens per session scan A 8e1e8b74f158

Subscribe to this mod's changes

houdini-animation is a skill published in the GitHub repository dcc-mcp/dcc-mcp-houdini (12 stars, last pushed today), licensed MIT. It adds 66 tokens to every session and 1,148 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 2026-08-30.

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-core

Foundation library for the DCC Model Context Protocol (MCP) ecosystem. Provides Rust-powered action management, skills system, IPC transport, MCP Streamable HTTP server (2025-03-26 spec, with 2025-06-18 and 2025-11-25 awareness), sandbox security, shared memory, screen capture, USD scene support, and telemetry for…

dcc-mcp/dcc-mcp-core · 109 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-pipeline

Domain skill — Maya asset pipeline orchestration: set up project directory structures, export scenes to USD, and coordinate multi-step DCC workflows. Use when initialising a Maya project or exporting assets for a downstream pipeline. Not for raw geometry editing — use maya-geometry for that. Not for low-level USD file…

dcc-mcp/dcc-mcp-core · 74 tokens