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-import-to-scenegit 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-import-to-scene)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-import-to-scene"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-import-to-scene/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-import-to-scene"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-import-to-scene.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 | $0.00078 | $0.00848 |
| Opus 5 | $0.00039 | $0.00424 |
| Sonnet 5 | $0.00016 | $0.00170 |
| Haiku 4.5 | $0.00008 | $0.00085 |
Grade A, and why
maya-import-to-scene 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 12d 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-import-to-scene (Pipeline stage)
Structured asset import for the Maya import pipeline. This skill
consumes AssetDescriptor records from maya-asset-source and
writes geometry into the current scene, returning an
ImportToSceneResult.
Typical workflow
maya-asset-source: search_assets / resolve_asset
↓ AssetDescriptor
import_to_scene(descriptor, axis_conversion=..., material_mode=..., ...)
↓ ImportToSceneResult
ImportToSceneResult schema
{
"asset_id": "<id from descriptor>",
"asset_name": "<name>",
"path": "<absolute path>",
"format": "fbx | obj | usd | ma | mb",
"imported_short_names": ["mesh1", "rig1"],
"imported_long_names": ["|mesh1", "|rig1"],
"top_level_groups": ["|asset_grp"],
"size_bytes": 12345,
"axis_conversion": "none | y_to_z | z_to_y",
"unit_scale": 1.0,
"material_mode": "preserve | assign_lambert | skip",
"placement_hint": "origin | selection | custom",
"target_collection": null
}
MaterialMode
| Value | Behaviour |
|---|---|
preserve |
Keep materials as imported (default). |
assign_lambert |
After import, assign a default Lambert shader to all new mesh shapes. |
skip |
Strip material assignments after import. |
PlacementHint
| Value | Behaviour |
|---|---|
origin |
Leave imported nodes at the position encoded in the file (default). |
selection |
Move the top-level group to the current selection's world-space pivot. |
custom |
Translate the top-level group to custom_position [x, y, z]. |
Axis / unit conversion
Maya natively reads the axis and unit stored in FBX. The axis_conversion
parameter is a post-import override applied via cmds.xform on every
top-level transform when you need to correct mismatches:
| Value | Effect |
|---|---|
none |
No post-import transform (default). |
y_to_z |
Rotate top-level transforms 90° around X (convert Y-up → Z-up). |
z_to_y |
Rotate top-level transforms −90° around X (convert Z-up → Y-up). |
What ships with it
4 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.
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.
- 12d ago First seen · 105 lines · 78 tokens per session scan A ab6b380dd843
maya-import-to-scene is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (53 stars, last pushed yesterday), licensed MIT. It adds 78 tokens to every session and 848 once invoked, about $0.0004 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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