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-geometrygit 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-geometry)<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.
<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>- 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 | $0.00100 | $0.01226 |
| Opus 5.5 | $0.00040 | $0.00490 |
| Sonnet 5.5 | $0.00020 | $0.00245 |
| Haiku 4.5 | $0.00010 | $0.00123 |
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 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 — 109 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.
Import acceptance
import_file loads the required translator plugin for FBX (fbxmaya), OBJ
(objExport), Alembic (AbcImport), and USD/USDA/USDC (mayaUsdPlugin).
Missing plugins return an error before import. USD creates native Maya nodes;
use maya-asset-sync when a USD proxy stage is required.
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.
- groups.yaml 333 B
- references/IO_CHECKLIST.md 1.1 KB
- scripts/export_alembic.py 5.9 KB runs code
- scripts/export_fbx.py 14 KB runs code
- scripts/export_obj.py 1.2 KB runs code
- scripts/file_exists.py 671 B runs code
- scripts/import_fbx.py 7.6 KB runs code
- scripts/import_file.py 4.4 KB runs code
- tools.yaml 6.0 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 · +23 lines · +5 tokens per session 7d4bb2192d71
- 1mo ago First seen · 86 lines · 95 tokens per session scan A b249703bd368
maya-geometry is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (64 stars, last pushed today), licensed MIT. It adds 100 tokens to every session and 1,226 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
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-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-mesh-ops
Domain skill - inspect and mutate 3ds Max mesh topology, cleanup, smoothing groups, modifier stacks, proxy meshes, explicit normals, and native boolean solids through atomic host-native operations.
3dsmax-camera-lighting
Domain skill - create, inspect, and adjust 3ds Max cameras, lights, and simple review lighting rigs.
3dsmax-modeling
Domain skill - create basic primitives, bounded native Lathe geometry, splines and curve models, and lofted surfaces on the 3ds Max main thread. Use when adding boxes, spheres, cylinders, planes, a rotational form from a typed profile, a spline drawn from world-space points, a named parametric curve model, or a loft…