maya-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| MAYA_HOST | No | Maya host | localhost |
| MAYA_PORT | No | Maya Command Port | 8100 |
| GPU_API_KEY | No | Vision3D API key | |
| GPU_API_URL | No | Optional suggested default for the Vision3D URL prompt. Never auto-selected. | |
| SHAPE_TIMEOUT | No | Shape generation timeout (seconds) | 900 |
| GPU_VERIFY_TLS | No | Verify TLS certificates for https Vision3D targets | true |
| MAYA_AUDIT_LOG | No | Opt-in durable audit log of tool executions. Set to 1/true/yes/on to enable. | |
| TEXTURE_TIMEOUT | No | Texture generation timeout (seconds) | 600 |
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 |
|---|---|
| maya_create_primitiveB | Create a 3D primitive in Maya (cube, sphere, cylinder, cone, plane, torus) with optional position, scale, and rotation. |
| maya_assign_materialA | Create a material (lambert, blinn, phong, aiStandardSurface) with RGB color and assign it to an object. |
| maya_transformB | Move, rotate, or scale an object in the Maya scene. |
| maya_create_lightB | Create a light in Maya (directional, point, spot, area, ambient) with configurable intensity and color. |
| maya_create_cameraC | Create a camera in Maya with configurable position, look-at point, and focal length. |
| maya_mesh_operationC | Execute mesh operations: extrude, bevel, boolean (union/difference/intersection), combine, separate, smooth. |
| maya_set_keyframeB | Create an animation keyframe on an object. Allows animating translate, rotate, scale, and visibility per frame. |
| maya_import_fileA | Import 3D files into Maya: OBJ, FBX, GLB/GLTF, Alembic ABC, Maya MA/MB, BVH mocap. With namespace, parent group, and scale options. GLB/GLTF: uses Maya's native glTF scene parser ( BVH: Maya has no native BVH import, so |
| maya_referenceA | Reference a file into the Maya scene and manage the reference lifecycle: create, list, replace (version swap), load, unload. A reference keeps a live link to the source file;
|
| maya_viewport_captureA | Capture the Maya viewport as PNG/JPG image and return it for visual analysis. Does not do Arnold render — it is an instant Viewport 2.0 grab (<1s); for a ray-traced still use maya_session(action='render_still'). Useful for visually verifying scene state, checking lighting, framing, and detecting issues. NEVER captures the user's focused viewport: it playblasts a throw-away Viewport-2.0 window (its own modelPanel forced to rendererName='vp2Renderer'), so an Arnold IPR / render-override active on the user's panel can never be captured — which would saturate Maya's main thread and hang it (memory feedback_maya_gs_arnold_ipr_hang; same technique as review_turntable). |
| maya_sessionA | Manage Maya session, query scene state, and run utility commands. Available actions: • ping — Check connection to Maya, return version/scene/renderer. No params needed. • launch — Open Maya and wait for Command Port to respond. No params needed. • new_scene — Create a new empty scene. Refuses if the current scene has unsaved changes; pass {"confirm": true} to discard them. • save_scene — Save the current scene. No params needed. • list_scene — List objects in the scene. Optional params: {"object_type": "mesh", "name_filter": "sphere"} • scene_snapshot — Full scene state: file, modified flag, frame range, object counts by type, renderer, plugins, resolution. No params needed. • delete — Delete objects by name (wildcards supported). Required params: {"object_name": "sphere"} • execute_python — Run arbitrary Python in Maya. Assign result to 'result' variable. Required params: {"code": "import maya.cmds as cmds; ..."} Optional: {"timeout": 60} — seconds to wait for Maya (default 10, max 600); use for long operations, progress heartbeats stream every 10s while waiting. • shelf_button — Create a shelf button with Python code. Required params: {"label": "MyBtn", "command": "print('hello')"} Optional: {"tooltip": "...", "shelf_name": "Custom", "icon_label": "MCP"} • operation_history — Read recent durable-audit records (read-only; needs MAYA_AUDIT_LOG=1). Optional params: {"limit": 50, "tool": "maya_transform", "action": "execute_python", "status": "error"} • publish — Drive the native Toolkit publisher (tk-multi-publish2) inside an engine'd Maya (launched via 'tank'). params: {"mode": "preview"|"publish", "include": ["rig"], "exclude": ["render"], "comment": "...", "timeout": 600}. 'preview' returns the collected publish tree; 'publish' activates matching tasks then validate→publish→finalize. Dependencies are captured automatically by the publish plugins. • review_turntable — Deterministic Viewport-2.0 turntable playblast → .mov (RUNS IN MAYA, long op). Frames the model, orbits 360° over [start,end] at fps, 16:9 / square pixels / overscan, offScreen (never Arnold). Required params: {"out_path": "/path.mov"} (resolve via fpt tk_resolve_path template 'movie_asset_publish' with name= so the file is {Asset}{Task}v###.mov, e.g. DJ_Model_v001.mov — NOT 'turntable'). Optional: {"start":1,"end":100,"fps":25,"width":1920,"height":1080,"objects":[...],"focal":50,"timeout":600}. Returns the .mov plus the engine asset/task and a Version code {Asset}{Task} so the review Version is named after the task it was generated in. • render_still — Single-frame Arnold ray-traced still → a PNG at the exact out_path (long op). This is what "a still / render a still" means — a real Arnold render, NOT the VP2.0 grab of maya_viewport_capture (use that for a fast screenshot). Maya only EXPORTS the scene to a .ass; kick renders it out of process, so the review view transform actually applies (a Render View dump writes scene-linear and ignores colour management), no Render View window is opened, and the render can never hang Maya's main thread. Required params: {"out_path": "/review/….png"} (resolve via fpt tk_resolve_path so it lands in the review area with the pipeline name). Optional: {"camera":"persp","frame":42,"width":1920,"height":1080,"aa_samples":3,"view_transform":"…","timeout":600}. Returns JSON {rendered, size_kb, camera, frame, resolution, asset, task, version_code} or {error}. For a still "for review" the version_code ({Asset}{Task}) is what names the ShotGrid review Version — rendering alone does not put it in review; create the Version (fpt sg_create type=Version) + sg_upload the PNG afterwards. |
| maya_vision3dA | AI-powered 3D asset generation via Vision3D server (requires GPU with Hunyuan3D-2). Server selection is fully per-session and runtime-only: the first
action that needs a GPU call returns After selection, jobs are non-blocking: start → poll → download. Available actions: • select_server — Set the Vision3D server URL for the rest of the session. Required params: {"url": "http://..."}. Accepts any valid http/https URL; ask the user first. • health — Check if the selected Vision3D server is running and what GPU/models are available. No params. • generate_image — Start 3D generation from a reference image. Required params: {"image_path": "/path/to/image.png", "output_subdir": "my_asset"} Optional: {"preset": "medium", "model": "turbo", "octree_resolution": 384, "num_inference_steps": 20, "target_faces": 50000} • generate_text — Start 3D generation from a text prompt. Required params: {"text_prompt": "a medieval sword", "output_subdir": "sword"} Optional: {"preset": "medium", "model": "turbo", "octree_resolution": 384, "num_inference_steps": 20, "target_faces": 50000} • texture — Texture an existing mesh using a reference image. Required params: {"output_subdir": "my_asset"} Optional: {"mesh_filename": "mesh.glb", "image_filename": "input.png"} • poll — Check job progress (call repeatedly while running). Required params: {"job_id": "uuid-from-generate"} • download — Download completed job results. Required params: {"job_id": "uuid", "output_subdir": "my_asset"} Optional: {"files": ["textured.glb", "mesh.glb"]} |
| maya_worldlabsA | Generate a World Labs (Marble) Gaussian-splat ENVIRONMENT from an image and load it into Maya for Arnold. Pipeline — call the actions in order: generate → poll → download → convert → build. Credits are spent ONLY by generate with confirm=true. Call status on a work area to resume an interrupted run from disk without re-generating. Actions: • health — Check the WorldLabs API key + credit balance. No params. • generate — Start image→world generation. Required params: {"image": "/path.png" or "https://..."}. Optional: {"output_subdir": "world", "model": "marble-1.1"|"marble-1.1-plus", "display_name": ..., "text_prompt": ..., "confirm": true, "work_dir": "/work/worldlabs/"}. WITHOUT confirm=true it returns a cost-confirmation payload and spends NOTHING. Pass work_dir (the Toolkit work area, resolved via fpt-mcp tk_resolve_path) to write a resume sidecar so an interrupted run resumes without re-generating. • poll — Poll a generation (~5 min). Required params: {"operation_id": "..."}. • download — Download a finished world's assets to the work area. Required params: {"operation_id": "...", "dest_dir": "/work/worldlabs/"}. Optional: {"which": ["splats_full_res", "pano"]}. Updates the resume sidecar (world_id + downloaded paths). • convert — Convert the downloaded SPZ to PLY (Arnold-readable, via gsbox). Required params: {"spz_path": "/path.spz"}. Optional: {"ply_path": "/out.ply"}. • build — Load into Maya (RUNS IN MAYA): aiGaussianSplat + coloured point proxy + emission shader + eye-level centred camera, plus a fake-HDR panorama dome if given. Required params: {"ply_path": "/world.ply"}. Optional: {"pano_path": "/pano.png", "eye_height": 1.5, "proxy_step": 1, "relight": false, "draw_mode": 2, "focal": 15.0, "timeout": 300, "save_path": "/…/maya/scene.v001.ma"}. draw_mode: 2=Gaussian Splat (default, draws natively in VP2.0), 1=Point Cloud, 0=Bounding Box. focal: camera focal length in mm (default 15, wide for environments). save_path: when given (the Toolkit work-file path resolved via fpt-mcp tk_resolve_path on template maya_asset_work — Toolkit naming/versioning), the assembled scene is saved there so "open in Maya" lands the work file at the config-correct path with no manual Workfiles pick. • status — Report the resumable state of a work area (sidecar + on-disk .spz/.ply/.png). Required params: {"work_dir": "/work/worldlabs/"}. Returns where the pipeline left off (needs_generate / needs_download / needs_convert / ready_to_build). |
| search_maya_docsA | Search Maya API documentation using hybrid RAG (semantic + BM25). Call this BEFORE writing complex Maya commands, using unfamiliar flags, or when unsure about command names, return values, or syntax. Returns the most relevant documentation chunks with relevance scores. Covers: maya.cmds, PyMEL, Arnold/mtoa, Maya-USD, and common anti-patterns. Uses HyDE query expansion + Reciprocal Rank Fusion for high precision. |
| learn_patternA | Save a validated working pattern to the RAG knowledge base. Call this after a successful operation when search_maya_docs returned low relevance (< 60%), indicating the pattern was not well-documented. The pattern will be available in future sessions. Model trust gates: only Opus/Fable can write directly. Other models stage candidates for review. |
| session_statsA | Show session efficiency statistics: token usage, RAG savings, patterns learned. Call at the end of multi-step tasks or when asked about efficiency. Shows how much context was saved by RAG vs loading full documentation. |
| reset_session_statsA | Zero the session stats counters immediately. Use at the start of a new Claude session (or a fresh debugging run) when the idle-based auto-reset has not fired — for example when two sessions happen back-to-back. Returns a confirmation line with the new reset timestamp. |
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
Most tools target distinct operations, and the descriptions go out of their way to distinguish rendering paths (maya_viewport_capture vs maya_session render_still vs review_turntable) and import vs reference. However, maya_session is a god-tool bundling 13 actions (render, publish, turntable, delete, execute_python) that overlap conceptually with dedicated tools like maya_import_file and maya_viewport_capture, making boundaries hard to reason about.
The core tools use a predictable maya_verb_noun snake_case pattern (maya_create_primitive, maya_assign_material, maya_transform). A few deviate with a noun-verb or no-prefix form (search_maya_docs, learn_pattern, session_stats, reset_session_stats), but all remain snake_case and readable.
17 top-level tools is slightly above the comfortable range, but the real issue is that three of them (maya_session, maya_vision3d, maya_worldlabs) are multi-action mega-tools hiding ~27 additional actions, making the effective surface far larger than the count suggests.
Coverage of the DCC automation domain is broad: primitives, transforms, materials, lights, cameras, mesh ops, keyframes, import, references, rendering, publishing, docs search, and learning. Minor gaps exist (no standalone delete/update for objects beyond transform, no rigging/joint tools), but they are workable via maya_session(execute_python).