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-rendergit 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-render)<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-maya/maya-render"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-maya/maya-render.svg" alt="Measured on agentmods" 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 | $0.00077 | $0.02243 |
| Opus 5 | $0.00039 | $0.01122 |
| Sonnet 5 | $0.00015 | $0.00449 |
| Haiku 4.5 | $0.00008 | $0.00224 |
Grade A, and why
maya-render 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 8d 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 — 185 lines — stays where its author put it; the contents beside it link to each section on GitHub.
maya-render (Pipeline stage)
Render globals + viewport capture. This skill intentionally exposes only
renderer configuration, diagnostics, and render/viewport outputs. Generic
scene or geometry file import/export belongs to maya-geometry; shot
packaging belongs to maya-shot-export. For distributed rendering, see
maya-render-farm.
Render intents → tool routing
This skill covers three high-level user intents. Each maps to a primary tool and one or more supporting tools:
| Intent | Primary tool | Supporting tools | When to use |
|---|---|---|---|
| Output a final rendered frame (beauty pass, look-dev check) | render_frame |
set_render_settings, get_render_settings, set_render_quality |
Render from the active renderer (Arnold / Maya Software). Independent of viewport — works when Maya is minimized or in batch mode. |
| Render with explicit format + Arnold sampling (EXR, look-dev, quality tuning) | render_scene |
setup_hdr_arnold, set_render_settings |
Extends render_frame with format control (exr/png/jpg/tif) and per-render Arnold AA/diffuse/specular/SSS sample overrides. Scene settings are restored after render. |
| Set up HDR Arnold environment (skydome, HDRI lighting) | setup_hdr_arnold |
render_scene |
Creates aiSkyDomeLight + file texture from a .hdr/.exr file. Loads MtoA automatically. Chain with render_scene for asset look-dev validation. |
| Collect debug / diagnostic evidence (scene inspection, bug report) | debug_scene_snapshot |
get_scene_render_stats, get_viewport_camera, render_frame (internal) |
Combines DAG summary, optional render preview, and optional Maya UI capture in one call. render_frame is called internally for preview when available. |
| Record a viewport animation preview (anim review, dailies, MP4 clip) | playblast_to_mp4 |
capture_playblast_sequence, capture_viewport, playblast |
Viewport-based; requires a visible model panel for best results. Falls back to off-screen when Maya is minimized. Requires ffmpeg on PATH for MP4 encoding. |
What ships with it
17 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 433 B
- scripts/capture_playblast_sequence.py 12 KB runs code
- scripts/capture_viewport.py 9.1 KB runs code
- scripts/configure_color_management.py 3.5 KB runs code
- scripts/debug_scene_snapshot.py 5.2 KB runs code
- scripts/get_render_settings.py 2.3 KB runs code
- scripts/get_scene_render_stats.py 2.7 KB runs code
- scripts/get_viewport_camera.py 5.0 KB runs code
- scripts/playblast_to_mp4.py 9.2 KB runs code
- scripts/playblast.py 6.9 KB runs code
- scripts/render_frame.py 12 KB runs code
- scripts/render_scene.py 17 KB runs code
- scripts/render_sequence.py 2.9 KB runs code
- scripts/set_render_quality.py 3.1 KB runs code
- scripts/set_render_settings.py 5.6 KB runs code
- scripts/setup_hdr_arnold.py 7.4 KB runs code
- tools.yaml 12 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.
- 8d ago First seen · 185 lines · 77 tokens per session scan A 990012685bdf
maya-render is a skill published in the GitHub repository dcc-mcp/dcc-mcp-maya (53 stars, last pushed yesterday), licensed MIT. It adds 77 tokens to every session and 2,243 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.
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-lookdev
Domain skill - configure OCIO color management, HDR environment lighting, preview materials, and assign renderer-specific materials (Arnold, V-Ray, Scanline) in 3ds Max.
3dsmax-rigging
Domain skill - create and inspect host-native 3ds Max rig helpers, bones, constraints, controls, poses, native Skin weights, and common deformers.
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-animation
Domain skill - inspect timeline settings, batch and verify transform keys, exchange anim-curves v1 data, bake simple animation curves, and control viewport playback in 3ds Max.