Scene stage — create nodes, connect / disconnect attributes, query construction history, and inspect DG / DAG topology. Use whenever you reason about how nodes drive each other or construction history. Not for attribute *value* edits (use maya-attributes),…
loonghao/dcc-mcp-maya
SkillsMP has collected 25 skills from loonghao/dcc-mcp-maya. Open a skill to review its source and details.
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Skills in this repository
Showing 25 of 25 collected skills.
Pipeline stage — render globals and viewport capture: configure render settings, query them, capture playblasts. Use for producing final or preview imagery. Not for modeling (maya-mesh-ops), animation editing (maya-animation), generic file import/export…
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…
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.
Bootstrap stage — escape hatch for Maya work that has no packaged skill yet. Agents should prefer search_skills / dcc_capability_manifest → load_skill → typed tools (inputSchema + annotations) from domain skills; use execute_python or execute_mel only when no…
Authoring stage — keyframes, timeline, animation curves, constraint baking, and curve I/O. Use whenever you create or edit time-based motion. Not for rigging setup (maya-rigging), pose library (maya-pose-library), or render output (maya-render).
Scene stage — read, write, lock, and create attributes on any Maya node. Use whenever you need to query or set an attribute value with a typed, validated tool instead of dropping into execute_python. Not for connecting attributes (use maya-node-graph) or…
Scene stage — Maya display layers and viewport visibility management. Use for organising what artists / agents see in the viewport (display layers, show/hide). Not for render layers or final imagery — use maya-render or a future maya-render-layers skill for…
Interchange stage — save / load / list / delete export presets (FBX, OBJ, Alembic configurations stored as JSON). Use to standardise export settings across a team or project. Not for one-off exports (use maya-geometry) or pipeline publishing (use…
Authoring stage Maya expression nodes: create, list, delete procedural expressions that drive attributes. Use for procedural animation / rig logic. Not for keyframe animation (maya-animation) or arbitrary scripting (maya-scripting).
Interchange stage — FBX / OBJ geometry interchange. Round-trip geometry through FBX or OBJ; scene save is owned by maya-scene. The FBX export tool drives every FBXExport* option through the FBX plugin's MEL globals, bakes animation by default, and verifies…
Authoring stage — pre-configured lighting templates: three-point rigs, HDRI domes, and rig-level intensity controls. Use when deploying a ready-made lighting setup. Not for individual light creation or final render output — use maya-scripting +…
Authoring stage — save / load / manage reusable material presets as JSON side-files. Use for cross-shot or cross-asset shader reuse. Not for building a one-off material on the fly (use maya-materials) or final rendering (use maya-render).
Authoring stage — create, assign, query, and manage Lambert / Blinn / surface shader networks. Use for ad-hoc material assignment. For reusable presets and library workflows use maya-material-library; for final rendering use maya-render.
Authoring stage — polygon mesh editing: bevel, extrude, bridge, combine, separate, cleanup, boolean. Use for modifying existing polygon topology. Not for primitive creation (use maya-primitives), construction-history or DG inspection (use maya-node-graph), UV…
Pipeline stage — production pipeline integration: project workspace setup, asset publishing, metadata tagging. Use when moving assets through a versioned pipeline. Not for primitive creation (maya-primitives), mesh editing (maya-mesh-ops), or rendering…
Authoring stage — save / load / mirror character poses as JSON presets. Use for reusable pose libraries on rigged characters. Not for keyframe animation (maya-animation) or rigging setup (maya-rigging).
Authoring stage — schema-validated quick path for creating polygon primitives and editing transforms. Use for predictable, agent-driven primitive creation; the parameters are validated by inputSchema and the results carry structured object names. For complex…
Pipeline stage — render farm integration: validate scenes, write job configs, submit to Deadline (or compatible render queues). Use for distributed render submission. Not for local renders (maya-render) or render layer setup.
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…
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).
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).
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).
Synthetic async skill for gateway integration tests. Sleeps for N seconds and reports progress every 500 ms. No actual Maya installation required — uses MayaStandaloneDispatcher.
Set up dcc-mcp-maya for an agent or operator: install Maya Python dependencies with mayapy, generate MCP host configuration, guide the user through loading the Maya plugin, and run a first live-tool smoke prompt.