houdini-node-graph

houdini-node-graph is a skill for Claude Code from dcc-mcp/dcc-mcp-houdini. It costs 85 tokens per session (657 once invoked), scanned A, original, MIT.

A Houdini toolkit for inspecting and editing node-graph connections, the links that pass data between Houdini nodes.

In plain words
What is it for?
Use it to inspect networks, query inputs and outputs, connect or disconnect nodes by index, preview layout changes, and automatically arrange nodes while preserving positions users changed.
Why use it?
It reveals broken inputs, unused nodes, cycles, disconnected sections, and type mismatches, then provides controlled ways to fix connections and arrange the graph.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to inspect networks, query inputs and outputs, connect or disconnect nodes by index, preview layout changes, and automatically arrange nodes while preserving positions users changed.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-houdini/houdini-node-graph
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-node-graph
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-node-graph

README.md
[![agentmods](https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-node-graph/github.svg)](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-node-graph)
Your own site
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-node-graph"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-node-graph/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-node-graph

Your own site · 80×15
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-houdini/houdini-node-graph"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-houdini/houdini-node-graph.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 657 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 $0.00085 $0.00657
Opus 5 $0.00043 $0.00329
Sonnet 5 $0.00017 $0.00131
Haiku 4.5 $0.00009 $0.00066

Measured 9d ago against content hash c8959b20489e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

houdini-node-graph 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 9d ago.

The scan reads SKILL.md. This mod also ships 6 executable files (scripts/_graph_common.py, scripts/auto_layout.py, scripts/connect_input.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-node-graph/SKILL.md · 59 lines

What it actually says

houdini-node-graph

Typed node-graph relationship tools for agents. All tools are affinity: main because they call hou. Prefer these over houdini-scripting.execute_python for inspecting and wiring connections.

Tool groups

  • graph-inspect (read-only): inspect_network — full semantic analysis of a parent network: broken inputs, orphaned nodes, cycles, disconnected subgraphs, type-mismatched connections, chain roots and ends.
  • graph-query (read-only): get_connections — inputs, outputs, dependents.
  • graph-edit (mutating): connect_input, disconnect_input — explicit input/output indexes with structured failures.
  • graph-layout (mutating): auto_layout — controllable auto-layout with user-position preservation. Two strategies: houdini_default and tree_left_to_right. Supports dry_run for preview and preserve_user_layout to skip user-touched nodes.

Suggested flows

Semantic inspection

  1. inspect_network("/obj/geo1") — get the full health picture
  2. Diagnose: broken inputs → missing connections, orphaned nodes → unused generators, cycles → feedback loops, subgraphs > 1 → fragmented network
  3. Fix with connect_input / disconnect_input

Auto-layout with user preservation

  1. auto_layout(parent_path="/obj/geo1", dry_run=true) — preview what will move
  2. Confirm the plan: preserved_paths contains user-touched nodes left untouched
  3. auto_layout(parent_path="/obj/geo1") — apply layout, preserving user positions
  4. Optionally switch strategy: auto_layout(parent_path="/obj/geo1", strategy="tree_left_to_right")

For parameter edits use houdini-parameters; for node creation use houdini-nodes.

Files

What ships with it

7 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.

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. 9d ago First seen · 59 lines · 85 tokens per session scan A c8959b20489e

Subscribe to this mod's changes

houdini-node-graph is a skill published in the GitHub repository dcc-mcp/dcc-mcp-houdini (12 stars, last pushed yesterday), licensed MIT. It adds 85 tokens to every session and 657 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.

Related

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…

dcc-mcp/dcc-mcp-maya · 78 tokens

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…

dcc-mcp/dcc-mcp-core · 83 tokens

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…

dcc-mcp/dcc-mcp-maya · 90 tokens

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…

dcc-mcp/dcc-mcp-maya · 78 tokens

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).

dcc-mcp/dcc-mcp-maya · 63 tokens

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).

dcc-mcp/dcc-mcp-maya · 50 tokens