maya-geometry

maya-geometry is a skill for Claude Code from dcc-mcp/dcc-mcp-maya. It costs 95 tokens per session (940 once invoked), scanned A, original, MIT.

A tool for exchanging 3D geometry and animation between Maya and other digital content creation programs through FBX or OBJ files. FBX and OBJ are common file formats for moving 3D assets between applications.

In plain words
What is it for?
Use it to export or round-trip geometry through FBX or OBJ when sending assets to another Maya version, another 3D application, or a downstream production pipeline.
Why use it?
It makes cross-application handoffs more predictable by applying explicit FBX settings, baking animation for FBX exports, and checking that the exported file exists and contains data.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to export or round-trip geometry through FBX or OBJ when sending assets to another Maya version, another 3D application, or a downstream production pipeline.

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Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-maya/maya-geometry
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-maya --skill maya-geometry
Clone the repo
git clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-maya

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 maya-geometry

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-geometry"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-geometry.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 95 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 940 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00095 $0.00940
Opus 5 $0.00048 $0.00470
Sonnet 5 $0.00019 $0.00188
Haiku 4.5 $0.00010 $0.00094

Measured 10d ago against content hash b249703bd368, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

maya-geometry 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.

The scan reads SKILL.md. This mod also ships 6 executable files (scripts/export_alembic.py, scripts/export_fbx.py, scripts/export_obj.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_maya/skills/maya-geometry/SKILL.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

maya-geometry (Interchange stage)

Geometry interchange. Despite the legacy name maya-geometry, the responsibility is interchange, not modelling or native scene-file persistence. Search hints include maya-interchange, maya-io, and maya-fbx for legacy discovery paths.

Why this stage exists

Once an Authoring-stage skill has produced geometry / animation, you need a reliable way to hand geometry off to other DCCs or downstream pipelines. That is what the Interchange stage handles. Native .ma / .mb scene saves are intentionally routed through maya_scene__save_scene. Every export tool here:

  • pushes its full option surface through the official MEL globals (no silent reliance on plugin defaults);
  • bakes animation by default for FBX so downstream apps see the same motion the artist sees;
  • verifies the destination file (existence + non-zero bytes) and surfaces the size in the result envelope.

Cross-Maya FBX contract (P0)

When handing FBX to another Maya year or a different DCC, treat these fields as mandatory knobs—not plugin defaults:

Parameter Guidance
fbx_version Pin a concrete enum value (e.g. FBX202000) so source and target agree on file format.
bake_animation Keep true whenever motion comes from IK, constraints, expressions, or simulation; otherwise downstream may see static meshes.
start_frame / end_frame Set explicitly to the bake window you need for production; do not rely on UI playback range alone.
up_axis Set y or z explicitly when your pipeline requires a fixed world orientation.

The export_fbx script resets the FBX plugin option store (FBXResetExport) before export and returns applied_options plus size_bytes in the success envelope for audit and regression triage.

Bulk and multi-file export (agents)

For N separate FBX paths (e.g. one file per root transform), prefer one execute_python payload that loops in Maya, applies the Cross-Maya FBX contract fields each iteration, and returns e.g. context.written_files. Invoking the export_fbx tool N times over MCP is possible when each call must be individually validated, but it costs N round-trips — collapse to a single script when the user only needs throughput and deterministic naming.

Read the full file on GitHub · 86 lines

Files

What ships with it

9 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. 10d ago First seen · 86 lines · 95 tokens per session scan A b249703bd368

Subscribe to this mod's changes

maya-geometry is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (53 stars, last pushed 2d ago), licensed MIT. It adds 95 tokens to every session and 940 once invoked, about $0.0005 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.

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