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-node-graphgit 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-node-graph)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-node-graph"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-node-graph/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-node-graph"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-node-graph.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to high
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- high Memory Poisoning · line 47 Skill manipulates agent memory, state, or stored context. Memory corruption can alter personality, override safety rules, or cause unpredictable behavior.Fix: Protect agent memory and state from modification by untrusted content. Use read-only memory for critical instructions and validate all state changes.
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 | $0.00460 |
| Opus 5.5 | $0.00031 | $0.00184 |
| Sonnet 5.5 | $0.00016 | $0.00092 |
| Haiku 4.5 | $0.00008 | $0.00046 |
Grade A, and why
maya-node-graph 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.
What it actually says
maya-node-graph (Scene stage)
Wires the Maya dependency graph: connectAttr, disconnectAttr,
listConnections, history queries, plus mesh-flavoured graph operations
that are conceptually construction-history / attribute-transfer operations
rather than polygon topology cleanup.
Scripts
create_node— Create a generic Maya DG / DAG nodedescribe_node— Return node identity, optional attributes, and graph connectionsdelete_node— Delete generic Maya nodesconnect_attr— Connect two Maya node attributesdisconnect_attr— Disconnect two connected Maya node attributeslist_connections— List nodes/attributes connected to a Maya node or attributeget_dag_path— Return the full DAG path of a Maya nodesmooth_mesh— Apply construction-history smoothing; use maya-mesh-ops for topology cleanuplist_history— List construction history nodes for a Maya objectdelete_history— Delete history and fail if upstream construction nodes remainapply_symmetry— Apply mesh symmetry to a polygon objecttransfer_attributes— Transfer mesh attributes (UVs, normals, vertex colors) from one mesh to another
What ships with it
14 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 364 B
- scripts/apply_symmetry.py 2.7 KB runs code
- scripts/connect_attr.py 1.8 KB runs code
- scripts/create_node.py 1.8 KB runs code
- scripts/delete_history.py 3.0 KB runs code
- scripts/delete_node.py 1.4 KB runs code
- scripts/describe_node.py 2.8 KB runs code
- scripts/disconnect_attr.py 2.0 KB runs code
- scripts/get_dag_path.py 2.1 KB runs code
- scripts/list_connections.py 2.9 KB runs code
- scripts/list_history.py 2.1 KB runs code
- scripts/smooth_mesh.py 3.4 KB runs code
- scripts/transfer_attributes.py 3.5 KB runs code
- tools.yaml 5.5 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 First seen · 50 lines · 78 tokens per session scan A 3846c28c60f0
maya-node-graph is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (65 stars, last pushed yesterday), licensed MIT. It adds 78 tokens to every session and 460 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.
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…