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-mesh-opsgit 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-mesh-ops)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-mesh-ops"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-mesh-ops/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-mesh-ops"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-mesh-ops.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 | $0.00073 | $0.00667 |
| Opus 5 | $0.00036 | $0.00333 |
| Sonnet 5 | $0.00015 | $0.00133 |
| Haiku 4.5 | $0.00007 | $0.00067 |
Grade A, and why
houdini-mesh-ops 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.
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.
What it actually says
houdini-mesh-ops
Typed modeling tools that build procedural SOP networks. Mutating tools use bounded inputs and return parameter plus cooked-geometry readback. A tool fails closed and removes its partial SOP when required native parameters, cooking, or postconditions cannot be verified; there is no raw-script fallback.
All tools are affinity: main (they call hou).
Tool group
mesh-edit(default active): the existing transform/merge/group/normal/ triangulate/convert tools;blast_geometryremains destructive.modeling(default inactive):loft_sections,lathe_profile,extrude_faces,bevel_edges,inset,bridge_edges,boolean_op,add_edge_loop,array_instances(bounded radial/tangentorientreadback before Copy to Points),mirror,auto_uv, anduv_project.
Tracer-bullet flow
houdini_geometry__create_primitive(parent_path="/obj/geo1", primitive="box")bevel_edges(input_path=".../box1", group="0-3", distance=0.05)array_instances(input_path=".../polybevel1", count=4, radius=3.5, axis="y")auto_uv(input_path=".../copytopoints1")houdini_geometry__get_cook_status(node_path=".../uvunwrap1")→ inspect again
blast_geometry is flagged destructive because it removes geometry; pass
delete_non_selected=true to invert the selection (keep the group).
Use houdini-object-ops.set_pivot for OBJ pivots and
houdini-materials.assign_material for material ownership. Houdini's procedural
SOP graph has no safe one-to-one delete_history operation; use the existing
explicit node-lock/export tools when a baked boundary is actually intended.
What ships with it
22 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.
- groups.yaml 673 B
- scripts/_mesh_common.py 11 KB runs code
- scripts/add_edge_loop.py 2.5 KB runs code
- scripts/add_normals.py 1.7 KB runs code
- scripts/array_instances.py 12 KB runs code
- scripts/auto_uv.py 2.9 KB runs code
- scripts/bevel_edges.py 3.3 KB runs code
- scripts/blast_geometry.py 2.2 KB runs code
- scripts/boolean_op.py 3.0 KB runs code
- scripts/bridge_edges.py 3.1 KB runs code
- scripts/convert_geometry.py 2.0 KB runs code
- scripts/extrude_faces.py 4.0 KB runs code
- scripts/group_geometry.py 2.1 KB runs code
- scripts/inset.py 760 B runs code
- scripts/lathe_profile.py 3.4 KB runs code
- scripts/loft_sections.py 3.1 KB runs code
- scripts/merge_geometry.py 1.8 KB runs code
- scripts/mirror.py 3.3 KB runs code
- scripts/transform_geometry.py 2.0 KB runs code
- scripts/triangulate_geometry.py 1.6 KB runs code
- scripts/uv_project.py 3.5 KB runs code
- tools.yaml 21 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.
- 11d ago First seen · 57 lines · 73 tokens per session scan A 07cb353e24ad
houdini-mesh-ops is a skill published in the GitHub repository dcc-mcp/dcc-mcp-houdini (12 stars, last pushed today), licensed MIT. It adds 73 tokens to every session and 667 once invoked, about $0.0004 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-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-primitives
Authoring stage — schema-validated quick path for creating polygon primitives and editing transforms. Use for predictable, agent-driven primitive creation; the parameters are validated by inputSchema and the results carry structured object names. For complex mesh editing use maya-mesh-ops, for materials use…
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sd-node-ops
A Substance Designer guide for creating, connecting, and configuring nodes in material graphs, which are step-by-step networks that produce textures.
blender-material-ops
A guide for creating and editing Blender materials, which control how 3D objects look when rendered. It covers shader nodes, physically based materials, and Blender setups whose node names may differ by language.