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-houdini --skill houdini-automationgit clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-houdiniWrote 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-houdini/houdini-automation)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-automation"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-automation/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-houdini/houdini-automation"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-automation.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 | $0.00050 | $0.01124 |
| Opus 5 | $0.00025 | $0.00562 |
| Sonnet 5 | $0.00010 | $0.00225 |
| Haiku 4.5 | $0.00005 | $0.00112 |
Grade A, and why
houdini-automation 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 8d 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.
How it starts
The opening of the file, as written. The whole thing — 101 lines — stays where its author put it; the contents beside it link to each section on GitHub.
houdini-automation
Higher-level repeatable automation for Houdini sessions. Prefer run_python_file
for reviewed scripts on disk, and build_node_chain for compact graph recipes.
run_python_file bounds inline stdout, stderr, and result payloads. Its default
output_mode=full keeps the legacy string result while applying the configured
character caps. Use output_mode=structured to preserve JSON-safe result types,
or output_mode=summary to return counts and artifact metadata without inline
bodies. When spill_overflow_to_artifact=true, truncated channels are written
as complete UTF-8 temporary artifacts with byte counts and SHA-256; summary mode
persists every non-empty channel. Treat those files as potentially sensitive
script output and delete them after collection.
build_node_chain is a structured atomic mutation surface, not an arbitrary
code executor. It validates the parent, every node type/name/reference, and all
connection references/port indices before opening an undo group. Use
dry_run=true to inspect validated and predicted affected_paths with zero
scene mutation.
On execution, the complete recipe uses one named Houdini undo group. Results
include transaction_id, undo_label, validation evidence, and post-cook
readback. If creation, parameter assignment, connection, layout, cook, or
readback fails, the tool explicitly removes created nodes and restores any
existing input connections and existing node positions touched by layout. Check
rollback.complete and rollback.errors before retrying a failed recipe.
Successful responses expose a compact summary with the created nodes,
readback-verified connections, submitted parameter values, and counts. This is
the preferred proof for generated MaterialX networks.
MaterialX displacement acceptance
For each existing MaterialX builder, use one build_node_chain recipe with an
mtlximage feeding mtlxrange, then mtlxdisplacement. Put texture paths,
range bounds, clamping, and displacement scale in each node's parameters and
connect nodes by their recipe-local ref or node_name. Four materials need
four such calls because they have four different parent networks; each call is
independently prevalidated and leaves no partial network when rollback is
complete.
What ships with it
8 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.
- scripts/_atomic_node_chain.py 31 KB runs code
- scripts/_automation_common.py 1.5 KB runs code
- scripts/build_node_chain.py 4.0 KB runs code
- scripts/load_hip_file.py 972 B runs code
- scripts/run_python_file.py 11 KB runs code
- scripts/save_hip_file.py 3.5 KB runs code
- scripts/set_frame_range.py 1.2 KB runs code
- tools.yaml 8.2 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.
- 8d ago Changed · +14 lines 6bc979312b54
- 12d ago First seen · 87 lines · 50 tokens per session scan A 4993cc64cc7c
houdini-automation is a skill published in the GitHub repository dcc-mcp/dcc-mcp-houdini (12 stars, last pushed yesterday), licensed MIT. It adds 50 tokens to every session and 1,124 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.
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-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-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-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…