houdini-kinefx

houdini-kinefx is a skill for Claude Code from dcc-mcp/dcc-mcp-houdini. It costs 86 tokens per session (1,356 once invoked), scanned A, original, MIT.

A Houdini toolkit for building character rigs, which define how a 3D character’s joints and skin move, and for applying poses and motion-capture data.

In plain words
What is it for?
Use it to create generic rigs or a detailed honeybee rig, set poses, capture skinning weights, apply FBX or BVH motion capture, and deform Gaussian-splat models with a rig.
Why use it?
It removes the need to manually set up joint chains, skin weights, poses, and motion-capture connections. It can also check whether support joints touch the ground correctly.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Codex.

Good fit Use it to create generic rigs or a detailed honeybee rig, set poses, capture skinning weights, apply FBX or BVH motion capture, and deform Gaussian-splat models with a rig.

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Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-houdini/houdini-kinefx
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-kinefx
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-kinefx

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

agentmods 80×15 button for houdini-kinefx

Your own site · 80×15
<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>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,356 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 $0.00086 $0.01356
Opus 5.5 $0.00034 $0.00542
Sonnet 5.5 $0.00017 $0.00271
Haiku 4.5 $0.00009 $0.00136

Measured 7d ago against content hash 1d6e6956965e, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 7d ago.

The scan reads SKILL.md. This mod also ships 19 executable files (scripts/_character_common.py, scripts/_kinefx_common.py, scripts/apply_mocap.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-kinefx/SKILL.md · 89 lines

How it starts

The opening of the file, as written. The whole thing — 89 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. Scene tools are affinity: main; the pure planning tools (plan_character_workflow, design_character, biped_joint_map) are affinity: any — they need no Houdini and are fully unit-testable headless.

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.

The eight-stage character-animation workflow (codex design → hyper3d generation → Biped template → biped retarget → rig inversion → Motion Mixer full body IK → ragdoll → KineFx APEX FBX biped template) is designed in docs/guide/houdini-character-animation-workflow.md and returned as data by plan_character_workflow. External codex/hyper3d steps degrade to offline equivalents (design_character, import_generated_character).

Tool groups

  • workflow (pure/headless): plan_character_workflow returns the full eight-stage design, gaps/enhancements, external-capability status and acceptance criteria; design_character emits/validates a structured design spec (the codex equivalent); biped_joint_map returns cross-convention joint maps; import_generated_character ingests a generated mesh or builds a proxy (the hyper3d equivalent).
  • rig: create_insect_rig (anatomy-aware honeybee), create_rig (generic joint chain), create_biped_template (standard 22-joint humanoid biped in 5 naming conventions), invert_rig (world→local rig inversion).
  • pose: set_rig_pose sets joint transforms; validate_ground_contacts verifies named support joints against one ground surface.
  • capture: capture_joints captures skinning weights; deform_gsplat_with_rig deforms GSplat centers and quaternion orientation.
  • mocap: apply_mocap applies FBX/BVH/clip mocap onto a rig skeleton.
  • retarget/mixer: build_retarget_motion_mixer builds the Houdini 22 Rig Match Pose → Map Points → Full Body IK → MotionClip → APEX → Motion Mixer chain (now with optional explicit cross-convention joint_map); configure_biped_retarget builds a single-source retarget with an explicit naming map.
  • simulation: build_ragdoll builds proxy colliders, a constraint network and an RBD solver for a physics ragdoll.
  • apex: build_apex_fbx_biped packs an APEX biped character and reports the engine-ready FBX export contract.

Read the full file on GitHub · 89 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. 7d ago Changed · +31 lines · +39 tokens per session 1d6e6956965e
  2. 2mo ago First seen · 58 lines · 47 tokens per session scan A ce0849c4f9d6

Subscribe to this mod's changes

houdini-kinefx is a skill published in the GitHub repository dcc-mcp/dcc-mcp-houdini (19 stars, last pushed 4d ago), licensed MIT. It adds 86 tokens to every session and 1,356 once invoked, about $0.0003 per session on Opus 5.5. 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.

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houdini-kinefx next to 6 skills from other repositories
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