houdini-kinefx

houdini-kinefx is a skill for Claude Code from dcc-mcp/dcc-mcp-houdini. It costs 47 tokens per session (785 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.

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 47 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 785 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 $0.00047 $0.00785
Opus 5 $0.00023 $0.00392
Sonnet 5 $0.00009 $0.00157
Haiku 4.5 $0.00005 $0.00078

Measured 12d ago against content hash ce0849c4f9d6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, 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 12d ago.

The scan reads SKILL.md. This mod also ships 9 executable files (scripts/_kinefx_common.py, scripts/apply_mocap.py, scripts/build_retarget_motion_mixer.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 · 58 lines

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 uniform scale; create_rig remains the generic joint-chain API and optional rig pose/attachments.
  • pose: set_rig_pose sets joint transforms; validate_ground_contacts verifies named support joints against one ground surface with numeric clearance and penetration evidence.
  • capture: capture_joints captures skinning weights; then deform_gsplat_with_rig deforms 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

  1. create_rig(geo_path="/obj/geo1/rig1", joint_chain=[...]) → creates a KineFX skeleton inside a Geometry SOP network.
  2. set_rig_pose(rig_node="/obj/geo1/rig1", joint_index=2, translate=[0,1,0])
  3. 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)
  4. capture_joints(geo_path="/obj/geo1", mesh_name="body", rig_name="rig1")
  5. apply_mocap(geo_path="/obj/geo1", rig_name="rig1", mocap_file="/path/to/walk.fbx")

Read the full file on GitHub · 58 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. 12d 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 (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.

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