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-kinefxgit 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-kinefx)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-kinefx"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-kinefx/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-kinefx"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-kinefx.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 | $0.00047 | $0.00785 |
| Opus 5 | $0.00023 | $0.00392 |
| Sonnet 5 | $0.00009 | $0.00157 |
| Haiku 4.5 | $0.00005 | $0.00078 |
Grade A, and why
houdini-kinefx 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 12d 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 — 58 lines — stays where its author put it; the contents beside it link to each section on GitHub.
houdini-kinefx
Typed KineFX character animation tools for agents. All tools are affinity: main.
KineFX operates at the SOP level — skeletons are geometry with joint point attributes, rigs are SOP networks, and mocap data is applied via SOP nodes.
Tool groups
rig:create_insect_rig— build an anatomy-aware worker-honeybee rig with six complete leg chains, four wings, flexible abdomen, eyes, antennae, six grounded claw joints, and fourteen head/thorax/abdomen width controls. Optional measured body length, head/thorax/abdomen width, standing height, wing span, and leg span calibrate independent anatomical axes while preserving the legacy uniformscale;create_rigremains the generic joint-chain API and optional rig pose/attachments.pose:set_rig_posesets joint transforms;validate_ground_contactsverifies named support joints against one ground surface with numeric clearance and penetration evidence.capture:capture_jointscaptures skinning weights; thendeform_gsplat_with_rigdeforms GSplat centers and quaternion orientation while preserving anisotropic scale.mocap:apply_mocap— apply motion capture data (FBX, BVH, or KineFX clip) onto a rig skeleton.retarget/mixer:build_retarget_motion_mixer— build the Houdini 22 Rig Match Pose → Map Points → Full Body IK contract, sample multiple MotionClips, pack an APEX character, add named clips, and create a real Motion Mixer + Fetch pair with node-level cook validation.
Tracer-bullet flow
create_rig(geo_path="/obj/geo1/rig1", joint_chain=[...])→ creates a KineFX skeleton inside a Geometry SOP network.set_rig_pose(rig_node="/obj/geo1/rig1", joint_index=2, translate=[0,1,0])validate_ground_contacts(rig_node="/obj/geo1/rig1", ground_node="/obj/ground/OUT", joint_names=["front_L_claw", "middle_R_claw", "rear_L_claw"], min_support_contacts=3)capture_joints(geo_path="/obj/geo1", mesh_name="body", rig_name="rig1")apply_mocap(geo_path="/obj/geo1", rig_name="rig1", mocap_file="/path/to/walk.fbx")
What ships with it
10 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/_kinefx_common.py 4.3 KB runs code
- scripts/apply_mocap.py 3.8 KB runs code
- scripts/build_retarget_motion_mixer.py 7.7 KB runs code
- scripts/capture_joints.py 3.2 KB runs code
- scripts/create_insect_rig.py 11 KB runs code
- scripts/create_rig.py 4.1 KB runs code
- scripts/deform_gsplat_with_rig.py 3.8 KB runs code
- scripts/set_rig_pose.py 5.2 KB runs code
- scripts/validate_ground_contacts.py 5.2 KB runs code
- tools.yaml 12 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.
- 12d ago First seen · 58 lines · 47 tokens per session scan A ce0849c4f9d6
houdini-kinefx is a skill published in the GitHub repository dcc-mcp/dcc-mcp-houdini (12 stars, last pushed yesterday), licensed MIT. It adds 47 tokens to every session and 785 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 2026-08-30.
Other skills, from other repositories
maya-import-to-scene
Pipeline stage — structured asset import. Consume an AssetDescriptor produced by maya-asset-source and import the asset (FBX, OBJ, USD) into the current Maya scene via cmds.file(). Handles axis/unit conversion, MaterialMode, PlacementHint, and optional target collection grouping. Returns an ImportToSceneResult with…
usd-tools
Infrastructure skill — low-level OpenUSD scene inspection and validation: read layer stacks, traverse prims, validate USD schemas. Use when working directly with raw USD files (usda, usdc, usdz) or verifying USD compliance. Not for Maya-specific USD export — use maya-pipelineexportusd for that. Not for full DCC…
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…
maya-mesh-ops
Authoring stage — typed polygon construction and editing: loft, lathe, instance arrays, pivots, mirror, combine, separate, and cleanup. Use for creating or modifying polygon topology from explicit scene inputs. Not for primitive creation (use maya-primitives), construction-history or DG inspection (use…
maya-dynamics
Authoring stage - classic Maya dynamics primitives: rigid bodies, force fields, and field connections. Use for small simulation setup steps before baking with maya-animation. Not for keyframe editing (maya-animation), mesh modeling (maya-mesh-ops), or viewport output (maya-render).
maya-pose-library
Authoring stage — save / load / mirror character poses as JSON presets. Use for reusable pose libraries on rigged characters. Not for keyframe animation (maya-animation) or rigging setup (maya-rigging).