Domain skill — Hand Meshy models to Unity: import and instantiate local FBX or OBJ files under Assets, map a keyed PBR texture set to one Standard or URP Lit material, read back objects and renderer materials, and save or open scenes. Use session to check the…
meshy-dev/meshy-dcc-adapters
- Latest recorded source activity
- SkillsMP catalog refreshed
- skills collected
- 225
- GitHub stars
- 0
- GitHub forks
- 0
Install with an AI assistant
Copy this prompt into the AI assistant you're using.
Follow https://skillsmp.com/skill-install/prompt.md to install Agent Skills from https://github.com/meshy-dev/meshy-dcc-adapters.Loading the repository README…
Skills in this repository
Showing 40 of 225 collected skills.
Domain skill — Probe Unity main-thread readiness, inspect persistent jobs, read bounded Console messages, and capture a Play-Mode Game View PNG. Use for install, compile, build, and gameplay verification. Not for clearing logs or arbitrary Editor access.
Domain skill — Inspect and compile an open Unity project, read or safely upsert bounded source assets, configure generated PNG sprites, run typed Unity tests, change Play Mode, and build Windows or Android players. Not for GameObject edits — use unity-scene.
Domain skill — Inspect and edit the active Unity scene with typed, undoable GameObject operations. Use for hierarchy, object creation, transforms, and scene saves. Not for asset imports — use unity-project.
Domain skill — Reuse AI asset generators installed in Tuanjie Editor through their native Codely CustomTool contract. Use for Tuanjie image, sprite, 3D, material, audio, video, terrain, and session-asset tasks. Not for other Unity project or scene operations.
Houdini cross-DCC asset import skill — consumes an AssetDescriptor, imports the asset file into a geo container via a File SOP, and returns an ImportToSceneResult. Use as the receiving end of the asset import pipeline after an asset-source skill resolves the…
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…
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.
Blender scene management — create, open, save, list and inspect scene objects
Build and edit Material Maker procedural material graphs (.ptex) in a project folder, then render them through Material Maker into PBR texture sets (albedo, normal, roughness/metallic/AO, height) and engine materials for Blender, Godot, Unity, Unreal or glTF.…
Domain skill - inspect, create, edit, and assign 3ds Max materials and bitmap maps on the main thread. Use when authoring Standard, Physical, or PBR-friendly materials, assigning node materials, and reporting texture connections.
Domain skill - validate geometry files and run host-native geometry import and export operations in Autodesk 3ds Max. Use for FBX/OBJ/3DS import checks, FBX import, FBX export, OBJ export, and structured import/export stats.
Domain skill - run explicit 3ds Max scripting checks and inspect host-side developer surfaces. Use for debugging automation, resolving nodes, and inspecting runtime symbols when typed tools are not enough.
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.
Domain skill - Unreal Engine actor management: list, spawn, transform, and delete level actors. Use when inspecting or editing actors in the current Unreal Editor level. Not for Content Browser asset import/export - use unreal-assets for that.
Set up meshy-dcc-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.
Domain skill — save the open ZBrush project (.zpr) or the active tool (.ztl) to an exact path, and open a .zpr project. Use to keep work before stopping ZBrush and to reopen it. Not for mesh export — use zbrush-interchange.
Domain skill — create and load a reusable wrinkle-crease sculpting brush in ZBrush. Use when you need a DamStandard-based ZBP preset with quiet file handling and consistent crease, LazyMouse, and ZSub settings.
Pipeline skill — import OBJ asset files into ZBrush as subtools. Consumes the meshy-dcc-core asset_import contract (AssetDescriptor) and returns an ImportToSceneResult with the imported subtool names. Use when you need to bring geometry from disk into the…
Domain skill — export meshes from ZBrush to interchange formats. Use when you need OBJ export from the active subtool. Not for in-scene sculpt edits — use zbrush-subtool first to pick the correct subtool.
Domain skill — read-only scene and tool introspection for ZBrush. Use when you need active tool path, subtool inventory, or selection index. Not for sculpting, export, or subtool mutation — use zbrush-subtool or zbrush-interchange.
Thin-harness skill — controlled Python execution and session diagnostics inside ZBrush 2026.1+. Use when no typed ZBrush skill covers the task or you need version/subtool counts. Not for routine scene edits — prefer zbrush-scene or domain skills first.
Domain skill — select, inspect, and apply bounded refinement to subtools on the active ZBrush tool. Use when you need to switch the active subtool, read visibility/lock flags, inspect mesh metrics, create a lower-density ZRemesher copy, subdivide, polish,…
Domain skill — capture deterministic ZBrush turntable frames by rotating the active tool and exporting the document. Use for visual review evidence and rotation showcases. Not for clicking or inspecting ZBrush UI controls — use the shared ui-control skill for…
Build parametric FreeCAD primitives, update dimensions and placements, scale copy and mirror objects, perform booleans, and import or export CAD/mesh geometry. Use after freecad-session has created or inspected a durable FCStd document.
Discover, create, inspect, validate, copy, snapshot, restore, and safely edit durable FreeCAD documents through an isolated FreeCADCmd process. Use for FCStd document lifecycle, discovery, recoverability, and diagnostics; load freecad-modeling for geometry…
Pipeline stage — hand Meshy models to Maya. Import a Meshy FBX or OBJ from disk under a new group, rebuild its PBR material as a standardSurface from Meshy's texture set (sRGB colour, Raw data maps, glTF channel order for a packed metallic-roughness map), and…
Domain skill — Put a Meshy GLB from disk into the open Roblox Studio place as a Model of MeshParts with a PBR SurfaceAppearance, and read it back. Studio cannot import a file without a dialog, so the sidecar decodes the GLB and the plugin rebuilds it; the…
Domain skill — Read and edit the open Roblox Studio place: the instance tree under Workspace and other services, with class, path, position and size; create, set properties of, move and delete instances as undoable steps; and, only when the user has switched…
Create and transform typed Cinema 4D primitives, import geometry, export documents, and render images through an isolated c4dpy process. No arbitrary Python execution.
Discover licensed c4dpy and create, inspect, validate, or copy durable Cinema 4D documents through a bounded headless process. No arbitrary Python execution.
Domain skill — Stand a Meshy-generated STL on a printable base in OpenSCAD: write a new parametric .scad that imports the mesh, scales it to a target height in mm, centres it and sets it on a round or square plate, then export the print-ready STL and a PNG…
Inspect, validate, export, and render OpenSCAD models through the bounded standalone CLI. Use for deterministic SCAD build pipelines; do not use it for arbitrary command-line flags. Bounded self-contained source creation is supported.
Set up meshy-dcc-houdini for an agent or operator: install Houdini Python dependencies with hython, generate MCP host configuration, guide the user through the Houdini package / 123.py autostart load step, and run a first live-tool smoke prompt.
Pipeline skill — typed timeline, keyframe, channel, and cache-baking tools. Query/set time, FPS and ranges; set/get/delete/list keyframes; inspect channels and expressions; validate bounded transform-loop continuity; export/import channel JSON; bake channels…
Publish and consume immutable USD revisions through the meshy-dcc-core Asset Sync contract.
Pipeline skill - run file-based Houdini Python automation, manage hip files, set timeline ranges, and build small node chains from structured specs. Use when orchestrating repeatable Houdini tasks. Not for inspecting a scene only.
Authoring skill — create and edit cameras and lights, frame the Scene Viewer, and report active camera/view state through typed tools. Pair with houdini-render for viewport capture and ROP render execution.
Pipeline skill — typed CHOP (Channel Operator) tools for motion FX, audio-driven animation, procedural filtering, and CHOP-to-keyframe export. Create and manage CHOP networks, motion clips, audio-driven channels, and filter effects.
Pipeline skill — typed animation constraint tools for object-level transform constraints. Create parent, blend, position, and orientation constraints using OBJ-level blend nodes and CHOP-driven channel referencing. List and delete existing constraints.