maya-import-to-scene

maya-import-to-scene is a skill for Claude Code from dcc-mcp/dcc-mcp-maya. It costs 78 tokens per session (1,920 once invoked), scanned A, original, MIT.

A structured tool for importing 3D assets such as FBX, OBJ, and USD files into an Autodesk Maya scene.

In plain words
What is it for?
Import an asset described by an AssetDescriptor, optionally convert its axis or scale, choose how materials are handled, and place it in a target collection.
Why use it?
It handles common import choices consistently, including axis direction, measurement units, materials, placement, and grouping.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Import an asset described by an AssetDescriptor, optionally convert its axis or scale, choose how materials are handled, and place it in a target collection.

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Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-maya/maya-import-to-scene
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-import-to-scene
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-import-to-scene

README.md
[![agentmods](https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-import-to-scene/github.svg)](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-import-to-scene)
Your own site
<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.

agentmods 80×15 button for maya-import-to-scene

Your own site · 80×15
<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>
Per session 78 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,920 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 $0.00078 $0.01920
Opus 5.5 $0.00031 $0.00768
Sonnet 5.5 $0.00016 $0.00384
Haiku 4.5 $0.00008 $0.00192

Measured 21d ago against content hash bb7506458aa8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 21d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/import_to_scene.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-import-to-scene/SKILL.md · 189 lines

How it starts

The opening of the file, as written. The whole thing — 189 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,
  "source_unit":         "m",
  "source_up_axis":      "z",
  "target_unit":         "cm",
  "target_up_axis":      "y",
  "unit_conversion_factor": 100.0,
  "warnings":            []
}

source_unit / source_up_axis are whatever the caller declared (or null); target_unit / target_up_axis are read from the live scene. warnings is non-empty whenever an assumption had to be made.

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].

Read the full file on GitHub · 189 lines

Files

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.

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. 21d ago Changed · +84 lines bb7506458aa8
  2. 1mo ago First seen · 105 lines · 78 tokens per session scan A ab6b380dd843

Subscribe to this mod's changes

maya-import-to-scene is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (65 stars, last pushed today), licensed MIT. It adds 78 tokens to every session and 1,920 once invoked, about $0.0003 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.