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-maya --skill maya-animationgit clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-mayaWrote 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-maya/maya-animation)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-animation"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-animation/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-maya/maya-animation"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00061 | $0.00643 |
| Opus 5 | $0.00030 | $0.00321 |
| Sonnet 5 | $0.00012 | $0.00129 |
| Haiku 4.5 | $0.00006 | $0.00064 |
Grade A, and why
maya-animation 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 10d 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
maya-animation (Authoring stage)
Keyframes, timeline, curves, constraint / simulation baking, and animation curve I/O. Sixteen scripts in three logical clusters:
- Frame / time queries —
get_current_time,set_current_time,set_timeline,get_frame_range,query_scene_time_info. - Key editing —
set_keyframe,set_keyframes,get_keyframes,get_anim_curves,delete_keyframes,list_animation_curves,set_animation_curve_tangent. - Bake + persistence —
bake_simulation,bake_constraints,export_animation_curves,import_animation_curves.
Scripts
set_keyframe— Set a keyframe on an object at the given timeset_keyframes— Set and verify one bounded multi-object animation curveget_keyframes— Get all keyframe times for an object / attributeget_anim_curves— Read values, tangents, infinity, and counts indcc-mcp/anim-curves@1set_timeline— Set the playback and animation timeline rangeget_current_time— Get the current frame numberset_current_time— Set the current frame numberdelete_keyframes— Delete keyframes from an object within an optional frame rangebake_simulation— Bake simulation / constraints to keyframes on objectslist_animation_curves— List all animCurve nodes driving an objectset_animation_curve_tangent— Set the tangent type on one or all keyframes of an animation curvebake_constraints— Bake constraint-driven animation to explicit keyframesexport_animation_curves— Export animation curves for an object to a Maya .anim fileimport_animation_curves— Import animation curves from a file and optionally apply them to an objectquery_scene_time_info— Query the current scene time and playback settingsget_frame_range— Return the scene's animation frame range
What ships with it
18 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 477 B
- scripts/bake_constraints.py 3.7 KB runs code
- scripts/bake_simulation.py 2.7 KB runs code
- scripts/delete_keyframes.py 3.1 KB runs code
- scripts/export_animation_curves.py 3.7 KB runs code
- scripts/get_anim_curves.py 6.5 KB runs code
- scripts/get_current_time.py 1.1 KB runs code
- scripts/get_frame_range.py 2.6 KB runs code
- scripts/get_keyframes.py 1.9 KB runs code
- scripts/import_animation_curves.py 3.3 KB runs code
- scripts/list_animation_curves.py 3.0 KB runs code
- scripts/query_scene_time_info.py 1.9 KB runs code
- scripts/set_animation_curve_tangent.py 3.5 KB runs code
- scripts/set_current_time.py 1.2 KB runs code
- scripts/set_keyframe.py 2.5 KB runs code
- scripts/set_keyframes.py 17 KB runs code
- scripts/set_timeline.py 2.0 KB runs code
- tools.yaml 15 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.
- 10d ago First seen · 60 lines · 61 tokens per session scan A 78c2bdd7aa14
maya-animation is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (53 stars, last pushed 3d ago), licensed MIT. It adds 61 tokens to every session and 643 once invoked, about $0.0003 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
dcc-mcp-3dsmax-setup
Set up dcc-mcp-3dsmax for an agent or operator: install 3ds Max Python dependencies with 3dsmaxpy, generate MCP host configuration, guide the user through starting the runtime inside 3ds Max, and run a first live-tool smoke prompt.
3dsmax-asset-source
Domain skill — search and resolve assets into validated AssetDescriptor contracts for cross-DCC asset import pipelines. Returns static catalog entries; production sources can layer download helpers or remote resolution without changing the contract.
3dsmax-lookdev
Domain skill - configure OCIO color management, HDR environment lighting, preview materials, and assign renderer-specific materials (Arnold, V-Ray, Scanline) in 3ds Max.
3dsmax-rigging
Domain skill - create and inspect host-native 3ds Max rig helpers, bones, constraints, controls, poses, native Skin weights, and common deformers.
3dsmax-scene
Domain skill - open, save, merge, inspect, and manage scenes and objects in the current Autodesk 3ds Max session. Use for typed scene lifecycle, nodes, cameras, selection, visibility, parenting, grouping, pivots, transforms, scene metadata, or object cleanup.
3dsmax-animation
Domain skill - inspect timeline settings, batch and verify transform keys, exchange anim-curves v1 data, bake simple animation curves, and control viewport playback in 3ds Max.