dcc-mcp/dcc-mcp-maya

Maya-specific implementation of Model Context Protocol (MCP) for Autodesk Maya, enabling remote control and integration with MCP ecosystem.

This repository also configures its own agents. See what dcc-mcp-maya tells them →

53Stars on the repository
35Mods indexed here, across every type
todayLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

maya-render

25

dcc-mcp/dcc-mcp-maya

Skill Claude Code

Pipeline stage — render globals, final-frame rendering, and viewport capture: configure render settings, query them, render frames, capture playblasts. Use for producing final or preview imagery. Not for modeling (maya-mesh-ops), animation editing (maya-animation), generic file import/export (maya-geometry), or render…

not rated 53 +3 today A SkillSpector: pass 77 tokens original MIT

maya-rigging

26

dcc-mcp/dcc-mcp-maya

Skill Claude Code

Authoring stage — character / prop rigging: joints, IK, skin clusters, deformers, blend shapes, control curves, skin weights, constraints, and optional rig framework detection. Use when constructing rigs. Not for keyframe animation (maya-animation), pose libraries (maya-pose-library), or final scene assembly…

not rated 53 +3 changed today A SkillSpector: pass 78 tokens original MIT

maya-scene-assembly

27

dcc-mcp/dcc-mcp-maya

Skill Claude Code

Scene stage — Maya Scene Assembly workflow: Assembly Definitions, Assembly References, and LOD representation switching. Use for assembling large environments from cached / GPU / scene representations. Not for raw geometry import or referencing — use maya-geometry or executepython with cmds.file(reference=True)…

not rated 53 +3 today A SkillSpector: pass 68 tokens original MIT

maya-scene

28

dcc-mcp/dcc-mcp-maya

Skill Claude Code

Scene stage — scene file lifecycle and DAG navigation. Use for new / open / save scenes, hierarchy queries, selection management, and top-level organisation. Not for mesh editing or interchange (FBX/OBJ): use maya-mesh-ops or maya-geometry instead.

not rated 53 +3 today A SkillSpector: pass 60 tokens original MIT

maya-scripting

29

dcc-mcp/dcc-mcp-maya

Skill Claude Code

Bootstrap stage — escape hatch for Maya work that has no packaged skill yet. Agents should prefer searchskills / dcccapabilitymanifest → loadskill → typed tools (inputSchema + annotations) from domain skills; use executepython or executemel only when no skill matches, for bulk in-process loops, or for API…

not rated 53 +3 today A SkillSpector: pass 100 tokens original MIT

maya-shot-export

30

dcc-mcp/dcc-mcp-maya

Skill Claude Code

Pipeline stage — shot-level export: frame ranges, cameras, FBX / Alembic packaging for editorial. Use when packaging shot data for downstream departments. Not for full pipeline publish (maya-pipeline) or scene assembly (maya-scene-assembly).

not rated 53 +3 today A SkillSpector: pass 60 tokens original MIT

maya-texture-bake

31

dcc-mcp/dcc-mcp-maya

Skill Claude Code

Authoring stage — bake lighting, AO, normals, and custom maps from high-resolution sources to texture files. Use when generating static texture maps for game / render assets. Not for material assignment (maya-materials) or UV layout (maya-uv-ops).

not rated 53 +3 today A SkillSpector: pass 62 tokens original MIT

maya-uv-ops

32

dcc-mcp/dcc-mcp-maya

Skill Claude Code

Authoring stage — UV operations: create, delete, project, unfold, layout, and normalise UV sets. Use whenever working on texture coordinates. Not for mesh modeling (maya-mesh-ops), material authoring (maya-materials), or texture baking (maya-texture-bake).

not rated 53 +3 today A SkillSpector: pass 66 tokens original MIT

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