MaxForge MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| pingA | Check the bridge connection and report the 3ds Max scene state. |
| run_maxscriptA | Execute arbitrary MaxScript inside 3ds Max and return the result of the last expression. Escape hatch for anything not covered by a typed tool below. |
| run_pythonA | Execute arbitrary Python inside 3ds Max's embedded interpreter
(pymxs available as |
| get_scene_infoA | Get scene units, frame rate, frame range, and object count. |
| list_objectsB | List scene objects, each as {handle, name, class, pos, bbox}.
|
| get_selectionA | Get the objects currently selected in the 3ds Max viewport. |
| selectB | Select objects by handle (replaces the current selection). |
| create_objectB | Create a primitive/object by its MAXScript class name (Box, Sphere,
Cylinder, Plane, Cone, Torus, Teapot, ...). |
| transformB | Set an object's world position, Euler rotation (degrees, XYZ), and/or scale. |
| set_propertyC | Set an arbitrary MAXScript property on an object by name and return its new value. |
| deleteC | Delete objects by handle. |
| exportC | Export the scene (or just the given handles) to disk. The exporter is chosen from the path's file extension (.fbx, .obj, ...). |
| save_sceneB | Save the current scene. Omit path to save in place. |
| add_modifierB | Add a modifier by its MAXScript class name (Edit_Poly, Bend, UVW_Map, Turbosmooth, ...) to an object, with optional properties. |
| apply_materialB | Create a Standard material (optionally with a diffuse bitmap texture loaded from disk) and assign it to the given objects. |
| set_keyframeC | Set an animation keyframe on an object at the given frame number. |
| create_collision_proxyA | Create a simple axis-aligned box collision proxy for each given
object, sized to its world bounding box and named |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 17 tools
Every tool targets a distinct operation in the 3ds Max domain: scene state, materials, animation, scripting, selection, object creation, transformation, properties, deletion, export, and saving. Even the two scripting tools (run_maxscript and run_python) are cleanly separated by language, and set_property vs. transform have clear boundaries (arbitrary vs. spatial transformation). No two tools appear to do the same thing.
The majority of tools follow a verb_noun pattern (apply_material, set_keyframe, get_scene_info, create_object, set_property, save_scene, add_modifier). However, several tools use bare verbs (select, transform, delete, export, ping) and two use verb_language (run_maxscript, run_python). This mix of patterns is readable but not fully consistent.
With 17 tools, this is slightly above the ideal 3-15 range but still appropriate for a comprehensive 3ds Max bridge that covers modeling, animation, scene management, and export. The tools are not redundant, and the count reflects the breadth of operations required for a professional DCC integration.
The surface covers the core lifecycle: create, inspect, modify, delete, select, save, export, and add modifiers. It also handles materials and keyframes. Minor gaps include lack of a dedicated get_property tool (though run_maxscript can access anything) and no duplicate or group operations. Overall, agents can accomplish most workflows without dead ends.