Skip to main content
Jeden Skill in Manus ausführen
mit einem Klick
GitHub-Repository

dcc-mcp-maya

dcc-mcp-maya enthält 31 gesammelte Skills von dcc-mcp, mit Repository-Berufsabdeckung und Skill-Detailseiten auf SkillsMP.

gesammelte Skills
31
Stars
39
aktualisiert
2026-07-19
Forks
4
Berufsabdeckung
6 Berufskategorien · 100% klassifiziert
Repository-Explorer

Skills in diesem Repository

maya-mock-async
Softwareentwickler

Synthetic async skill for gateway integration tests. Sleeps for N seconds and reports progress every 500 ms. No actual Maya installation required — uses MayaStandaloneDispatcher.

2026-07-19
dcc-mcp-maya-setup
Softwareentwickler

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.

2026-07-19
maya-asset-source
Softwareentwickler

Pipeline stage — asset discovery and resolution. Search local asset libraries, resolve paths to structured AssetDescriptor records, and surface candidate assets for downstream import. Use before maya-import-to-scene to locate what to import.

2026-07-19
maya-import-to-scene
Elektroingenieure

Pipeline stage — structured asset import. Consume an AssetDescriptor produced by maya-asset-source and import the asset (FBX, OBJ, USD) into the current Maya scene via cmds.file(). Handles axis/unit conversion, MaterialMode, PlacementHint, and optional target collection grouping. Returns an ImportToSceneResult with the new node list.

2026-07-19
maya-bifrost
Softwareentwickler

Authoring stage - typed Bifrost procedural modeling and graph construction in Maya. Use to create graph shapes or boards, add Bifrost nodes, set input defaults, and connect ports. Not for ordinary Maya DG nodes (maya-node-graph), polygon edits (maya-mesh-ops), or arbitrary Python/MEL (maya-scripting).

2026-07-18
maya-materials
Elektroingenieure

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.

2026-07-13
maya-primitives
Elektroingenieure

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 mesh editing use maya-mesh-ops, for materials use maya-materials, and for arbitrary modelling code drop into maya-scripting.

2026-07-13
maya-animation
Spezialeffektkünstler und Animatoren

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).

2026-07-12
maya-rigging
Maschinenbauingenieure

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 (maya-scene-assembly).

2026-07-12
maya-scene
Architekten (außer Landschafts- und Schiffbauarchitekten)

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.

2026-07-12
maya-attributes
Spezialeffektkünstler und Animatoren

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 scripting full procedures (use maya-scripting).

2026-06-26
maya-display
Spezialeffektkünstler und Animatoren

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 that.

2026-06-26
maya-export-preset
Spezialeffektkünstler und Animatoren

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 maya-pipeline / maya-shot-export).

2026-06-26
maya-expressions
Spezialeffektkünstler und Animatoren

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).

2026-06-26
maya-light-rig
Elektroingenieure

Authoring stage — pre-configured lighting templates: three-point rigs, HDRI domes, individual lights, and rig-level intensity controls. Use when deploying a ready-made lighting setup or adding a typed light without falling back to raw Maya commands. Not for final render output — use maya-render for output settings.

2026-06-26
maya-material-library
Elektroingenieure

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).

2026-06-26
maya-mesh-ops
Elektroingenieure

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 layout (maya-uv-ops), or material assignment (maya-materials).

2026-06-26
maya-node-graph
Elektroingenieure

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), polygon topology cleanup (use maya-mesh-ops), or scene file lifecycle (use maya-scene).

2026-06-26
maya-pipeline
Elektroingenieure

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 (maya-render).

2026-06-26
maya-pose-library
Elektroingenieure

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).

2026-06-26
maya-render-farm
Elektroingenieure

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.

2026-06-26
maya-render
Elektroingenieure

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 farm submission (maya-render-farm).

2026-06-26
maya-scene-assembly
Architekten (außer Landschafts- und Schiffbauarchitekten)

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 execute_python with cmds.file(reference=True) instead.

2026-06-26
maya-scripting
Elektronikingenieure (außer Computer)

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 skill matches, for bulk in-process loops, or for API introspection. Includes typed plug-in lifecycle tools and introspection tools so an agent can discover flags and method signatures without leaving the loop.

2026-06-26
maya-shot-export
Elektroingenieure

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).

2026-06-26
maya-texture-bake
Maschinenbauingenieure

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).

2026-06-26
maya-uv-ops
Maschinenbauingenieure

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).

2026-06-26
maya-geometry
Spezialeffektkünstler und Animatoren

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 the output file. Use for cross-DCC handoff. Not for primitive creation (maya-primitives) or shot packaging (maya-shot-export).

2026-05-31
maya-dynamics
Softwareentwickler

Authoring stage - classic Maya dynamics primitives: rigid bodies, force fields, and field connections. Use for small simulation setup steps before baking with maya-animation. Not for keyframe editing (maya-animation), mesh modeling (maya-mesh-ops), or viewport output (maya-render).

2026-05-26
maya-dev
Softwareentwickler

Pipeline stage — development workflow helpers for authoring Maya tools inside a live Maya session. Use to attach a local Python project, hot-reload its modules, run entrypoints or scripts, start debugpy, and capture Maya UI evidence, automate Qt controls, and return stable refs while iterating with an agent. Not for general scene editing: use domain skills first.

2026-05-24
standalone-scene-report
Softwareentwickler

Example headless-safe Maya skill for mayapy / maya.standalone. Creates a cube and returns a small scene report without using UI-only commands.

2026-05-20