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-dynamicsgit 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-dynamics)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-dynamics"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-dynamics/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-dynamics"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-dynamics.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 | $0.00105 | $0.01234 |
| Opus 5.5 | $0.00042 | $0.00494 |
| Sonnet 5.5 | $0.00021 | $0.00247 |
| Haiku 4.5 | $0.00011 | $0.00123 |
Grade A, and why
maya-dynamics 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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 105 lines — stays where its author put it; the contents beside it link to each section on GitHub.
maya-dynamics (Authoring stage)
Typed wrappers for Maya's classic dynamics and Nucleus simulation commands.
Keep this skill focused on small graph mutations that agents otherwise tend to
attempt through execute_python with fragile command flags.
Use maya-animation.bake_simulation after the simulation is working and needs
to be converted to keyframes for export. Use maya-particles when the effect
is particle-driven rather than cloth-driven.
Tool groups
| Group | Activated by | Contents |
|---|---|---|
dynamics |
activate_group("dynamics") |
Classic rigid bodies and field connections |
nucleus |
activate_group("nucleus") |
nCloth, nRigid colliders, Nucleus constraints, solver |
fields |
activate_group("fields") |
The full dynamic field family |
constraints |
activate_group("constraints") |
Classic rigid-body constraints |
cache |
activate_group("cache") |
nCache write and delete |
Cloth workflow
make_rigid_bodyfor classic rigid-body work, orcreate_nclothfor cloth.create_nrigidon any mesh the cloth should collide with.create_nconstraintto pin cloth to a driver (transform, weld, force field…).create_nucleus/set_nucleus_propertiesto tune gravity, wind, substeps andspace_scale—space_scaleis the single most common cause of a simulation that looks "too slow" or "exploding".create_dynamic_fieldfor forces,set_field_propertiesto refine them.create_ncacheonce the motion is approved;delete_ncacheto iterate.
Gravity: three ways, pick deliberately
Maya exposes gravity in three places and they are not interchangeable:
| Tool | Drives | Use when |
|---|---|---|
create_dynamic_field with field_type="gravity" |
Any dynamic object via a connected gravityField node |
New work; the only option that supports attenuation, max_distance and apply_per_vertex |
create_nucleus / set_nucleus_properties (gravity, gravity_direction) |
The Nucleus solver itself | nCloth / nParticle / nHair — gravity is a solver setting, no field node needed |
create_gravity_field |
Legacy (non-Nucleus) rigid bodies | Backwards compatibility only; kept because existing scenes and agent prompts reference it |
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 1.0 KB
- scripts/connect_dynamic_field.py 2.0 KB runs code
- scripts/create_dynamic_field.py 3.2 KB runs code
- scripts/create_gravity_field.py 3.6 KB runs code
- scripts/create_ncache.py 3.2 KB runs code
- scripts/create_ncloth.py 3.1 KB runs code
- scripts/create_nconstraint.py 2.2 KB runs code
- scripts/create_nrigid.py 2.6 KB runs code
- scripts/create_nucleus.py 2.3 KB runs code
- scripts/create_rigid_constraint.py 2.4 KB runs code
- scripts/delete_ncache.py 2.6 KB runs code
- scripts/list_dynamics.py 4.2 KB runs code
- scripts/make_rigid_body.py 3.8 KB runs code
- scripts/set_field_properties.py 2.8 KB runs code
- scripts/set_ncloth_properties.py 2.6 KB runs code
- scripts/set_nucleus_properties.py 2.4 KB runs code
- scripts/set_rigid_body_properties.py 3.1 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.
- 1mo ago Changed · +59 lines · +42 tokens per session 1a8f29600c14
- 1mo ago First seen · 46 lines · 63 tokens per session scan A e572c8ec3b5d
maya-dynamics is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (64 stars, last pushed today), licensed MIT. It adds 105 tokens to every session and 1,234 once invoked, about $0.0004 per session on Opus 5.5. 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
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…
spatial-interchange
Plan deterministic coordinate-axis and unit conversions between DCCs, engines, and interchange formats from explicit right/up/forward axes and meters-per-unit values.
blender-physics
Blender rigid body, soft body, cloth, collision, force fields, particle systems, constraints, and simulation cache tools.
blender-interchange
Blender interchange skill for typed FBX/OBJ/USD imports, GLTF/USD/Alembic exports, and repeatable batch exports. Use for moving assets between DCC, game, and pipeline tools before falling back to scripting.
game-level-layout
Game level layout review helpers for editor contexts.
blender-rigging
Blender authoring skill for armatures, bones, constraints, armature binding, rest/pose inspection, bulk pose transforms, shape keys, drivers, and simple retargeting. Use this for character setup before falling back to blender-scripting.