Skill Claude CodeCodex
Synthetic async skill for gateway integration tests. Sleeps for N seconds and reports progress every 500 ms. No actual Maya installation required — uses MayaStandaloneDispatcher.
Maya-specific implementation of Model Context Protocol (MCP) for Autodesk Maya, enabling remote control and integration with MCP ecosystem.
This repository also configures its own agents. See what dcc-mcp-maya tells them →
Skill Claude CodeCodex
Synthetic async skill for gateway integration tests. Sleeps for N seconds and reports progress every 500 ms. No actual Maya installation required — uses MayaStandaloneDispatcher.
Skill Claude Code
Example headless-safe Maya skill for mayapy / maya.standalone. Creates a cube and returns a small scene report without using UI-only commands.
Skill Claude Code
Set up dcc-mcp-maya for an agent or operator: install Maya Python dependencies with mayapy, generate MCP host configuration, guide the user through loading the Maya plugin, and run a first live-tool smoke prompt.
Skill Claude Code
Authoring stage — keyframes, timeline, animation curves, constraint baking, and curve I/O. Use whenever you create or edit time-based motion. Not for rigging setup (maya-rigging), pose library (maya-pose-library), or render output (maya-render).
Skill Claude Code
Pipeline stage — asset discovery and resolution. Search local asset libraries, resolve paths to structured AssetDescriptor records, and surface candidate assets for downstream import. Use before maya-import-to-scene to locate what to import.
Skill Claude CodeCodex
Consume and publish content-addressed USD revisions with native-editable or fidelity-first Maya modes.
Skill Claude Code
Scene stage — read, write, lock, and create attributes on any Maya node. Use whenever you need to query or set an attribute value with a typed, validated tool instead of dropping into executepython. Not for connecting attributes (use maya-node-graph) or scripting full procedures (use maya-scripting).
Skill Claude Code
Authoring stage - typed Bifrost procedural modeling and graph construction in Maya. Use to create graph shapes or boards, add Bifrost nodes, set input defaults, and connect ports. Not for ordinary Maya DG nodes (maya-node-graph), polygon edits (maya-mesh-ops), or arbitrary Python/MEL (maya-scripting).
Skill Claude Code
Pipeline stage — development workflow helpers for authoring Maya tools inside a live Maya session. Use to attach a local Python project, hot-reload its modules, run entrypoints or scripts, start debugpy, and capture Maya UI evidence, automate Qt controls, and return stable refs while iterating with an agent. Not for…
Skill Claude Code
Scene stage — Maya display layers and viewport visibility management. Use for organising what artists / agents see in the viewport (display layers, show/hide). Not for render layers or final imagery — use maya-render or a future maya-render-layers skill for that.
Skill Claude Code
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).
Skill Claude Code
Interchange stage — save / load / list / delete export presets (FBX, OBJ, Alembic configurations stored as JSON). Use to standardise export settings across a team or project. Not for one-off exports (use maya-geometry) or pipeline publishing (use maya-pipeline / maya-shot-export).
Skill Claude Code
Authoring stage Maya expression nodes: create, list, delete procedural expressions that drive attributes. Use for procedural animation / rig logic. Not for keyframe animation (maya-animation) or arbitrary scripting (maya-scripting).
Skill Claude Code
Interchange stage — FBX / OBJ geometry interchange. Round-trip geometry through FBX or OBJ; scene save is owned by maya-scene. The FBX export tool drives every FBXExport option through the FBX plugin's MEL globals, bakes animation by default, and verifies the output file. Use for cross-DCC handoff. Not for primitive…
Skill Claude Code
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…
Skill Claude Code
Authoring stage — pre-configured lighting templates: three-point rigs, HDRI domes, individual lights, and rig-level intensity controls. Use when deploying a ready-made lighting setup or adding a typed light without falling back to raw Maya commands. Not for final render output — use maya-render for output settings.
Skill Claude Code
Authoring stage — save / load / manage reusable material presets as JSON side-files. Use for cross-shot or cross-asset shader reuse. Not for building a one-off material on the fly (use maya-materials) or final rendering (use maya-render).
Skill Claude Code
Authoring stage — create, assign, query, and manage Lambert / Blinn / surface shader networks. Use for ad-hoc material assignment. For reusable presets and library workflows use maya-material-library; for final rendering use maya-render.
Skill Claude Code
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…
Skill Claude Code
Scene stage — create nodes, connect / disconnect attributes, query construction history, and inspect DG / DAG topology. Use whenever you reason about how nodes drive each other or construction history. Not for attribute value edits (use maya-attributes), polygon topology cleanup (use maya-mesh-ops), or scene file…
Skill Claude Code
Pipeline stage — production pipeline integration: project workspace setup, asset publishing, metadata tagging. Use when moving assets through a versioned pipeline. Not for primitive creation (maya-primitives), mesh editing (maya-mesh-ops), or rendering (maya-render).
Skill Claude Code
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).
Skill Claude Code
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…
Skill Claude Code
Pipeline stage — render farm integration: validate scenes, write job configs, submit to Deadline (or compatible render queues). Use for distributed render submission. Not for local renders (maya-render) or render layer setup.
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: