vangard-daz-mcp
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@vangard-daz-mcplist all camera nodes in the scene"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
vangard-daz-mcp
Version 0.4.0 | MCP Server for DAZ Studio
A Model Context Protocol (MCP) server that exposes DAZ Studio operations to Claude and other MCP clients. Built on FastMCP and wraps the DazScriptServer HTTP plugin.
What Is This?
This MCP server allows Claude (via Claude Desktop or other MCP clients) to control DAZ Studio directly (at least these are the aspirational goals, not all of them are working just yet!):
Query scene information (figures, cameras, lights, spatial positions)
Read and modify node properties (transforms, morphs)
Discover and apply morphs, including searching by name pattern
Traverse and manipulate scene hierarchies (parent/child, skeleton)
Apply emotional expressions to characters
Coordinate multi-character interactions (look-at, reach-toward, hug, handshake)
Execute batch operations (set multiple properties in one call, 5-10x faster)
Control cameras and viewport (orbit, frame, presets)
Create keyframe animations and export as image sequences
Trigger synchronous or asynchronous renders with cancellation support
Apply professional lighting presets and cinematography composition rules
Browse and query the DAZ content library
Save and restore named scene checkpoints
Generate complete scenes from natural language descriptions
Create multi-camera shot sequences (orbit, push-in, shot-reverse-shot)
Choreograph animated conversations with dialogue beats
Record and replay operation macros for workflow automation
Execute arbitrary DazScript code
Access comprehensive DazScript documentation and examples
The server acts as a bridge: MCP Client ↔ vangard-daz-mcp ↔ DazScriptServer plugin ↔ DAZ Studio 4.5+ or 6.25+
Related MCP server: blender-mcp
Prerequisites
Before using this server, you need:
DAZ Studio installed and running — compatible with:
DAZ Studio 4.5+ (legacy/classic versions)
DAZ Studio 6.25+ (current versions)
DazScriptServer plugin — must match your DAZ Studio version:
Download from: https://github.com/bluemoonfoundry/daz-script-server
Install the DS4 build for DAZ Studio 4.x, or the DS6 build for DAZ Studio 6.x
Plugin must be running on port 18811 (default)
Authentication must be configured (API token auto-generated on first run)
Python 3.11+ for running the MCP server
uv package manager (recommended) or pip
Installation
1. Install uv (if you don't have it)
macOS / Linux:
curl -LsSf https://astral.sh/uv/install.sh | shWindows (PowerShell):
powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"See uv installation docs for other options.
2. Clone and install
# Clone the repository
git clone https://github.com/bluemoonfoundry/daz-mcp-server.git
cd daz-mcp-server
# Install dependencies (creates .venv automatically)
uv sync
# Verify it works
uv run vangard-daz-mcp --helpUsing pip (alternative)
git clone https://github.com/bluemoonfoundry/daz-mcp-server.git
cd daz-mcp-server
pip install .
# Run the server
vangard-daz-mcpConfiguration
Environment Variables
Configure the server via environment variables:
Variable | Default | Description |
|
| DazScriptServer hostname |
|
| DazScriptServer port |
|
| Request timeout in seconds (increase for long renders) |
| (from file) | API token for authentication |
|
| Content browser API URL (if using a separate content service) |
Authentication
The server automatically reads the API token from ~/.daz3d/dazscriptserver_token.txt (the file created by DazScriptServer).
Override with environment variable:
export DAZ_API_TOKEN="your-token-here"Important: DazScriptServer must have authentication enabled (default). The MCP server cannot connect without a valid token.
MCP Client Configuration
Claude Desktop
Config file location:
macOS:
~/Library/Application Support/Claude/claude_desktop_config.jsonWindows:
%APPDATA%\Claude\claude_desktop_config.json
macOS / Linux:
{
"mcpServers": {
"vangard-daz-mcp": {
"command": "uv",
"args": [
"run",
"--project",
"/absolute/path/to/daz-mcp-server",
"vangard-daz-mcp"
],
"env": {
"DAZ_HOST": "localhost",
"DAZ_PORT": "18811"
}
}
}
}Windows:
{
"mcpServers": {
"vangard-daz-mcp": {
"command": "uv",
"args": [
"run",
"--project",
"C:\\Users\\YourName\\daz-mcp-server",
"vangard-daz-mcp"
],
"env": {
"DAZ_HOST": "localhost",
"DAZ_PORT": "18811"
}
}
}
}Replace the path with the actual location where you cloned the repo. Use --project (not --directory) so uv run picks up the project's .venv.
After saving the config, restart Claude Desktop. The DAZ Studio tools will appear in Claude's tool palette.
Cursor
Add to .cursor/mcp.json in your project, or ~/.cursor/mcp.json for global access:
{
"mcpServers": {
"vangard-daz-mcp": {
"command": "uv",
"args": [
"run",
"--project",
"/absolute/path/to/daz-mcp-server",
"vangard-daz-mcp"
],
"env": {
"DAZ_HOST": "localhost",
"DAZ_PORT": "18811"
}
}
}
}VS Code (GitHub Copilot / MCP extension)
Add to .vscode/mcp.json in your workspace:
{
"servers": {
"vangard-daz-mcp": {
"type": "stdio",
"command": "uv",
"args": [
"run",
"--project",
"/absolute/path/to/daz-mcp-server",
"vangard-daz-mcp"
],
"env": {
"DAZ_HOST": "localhost",
"DAZ_PORT": "18811"
}
}
}
}Verifying the connection
After configuration, ask your MCP client:
Check if DAZ Studio is runningClaude will call daz_status. A successful response looks like:
{ "running": true, "version": "1.3.0" }If it fails, see the Troubleshooting section below.
Domain Reference Files (SKILL files)
The repository ships six SKILL files — curated knowledge documents that you can ask Claude (or any MCP client) to read before working in a particular area of DAZ Studio. They exist because LLMs have reasonable general knowledge about 3D software but will make confident, wrong assumptions about DAZ Studio specifics — inverted rotation signs, broken API methods, generation-specific bone names, and so on. Loading the right SKILL file before a task corrects those assumptions and produces dramatically better results.
How to use them
Ask Claude to read the relevant file at the start of a session or task:
Read the file SKILL_DAZ_STUDIO.md before we begin.Before writing any DazScript code, read SKILL_DAZSCRIPT.md.You can load more than one if your task spans domains:
Read SKILL_DAZ_STUDIO.md and SKILL_CINEMA.md — we're going to set up a portrait shot.SKILL file reference
File | Domain | Load when… |
DAZ Studio conventions | Starting any session — covers coordinate system inversions, camera Y-rotation being backwards, bone rotation limits, and known tool limitations | |
DazScript API | Writing or debugging custom scripts via | |
Scene management | Working with scene hierarchy, content library, spatial layout, materials, or batch operations | |
Characters & posing | Working with morphs, emotions, body language, gaze direction, wardrobe, or multi-character interactions | |
Cameras, lighting & rendering | Composing shots, setting up lighting rigs, animating cameras, or running renders | |
MCP server internals | Modifying or extending the MCP server itself — module layout, how to add tools, the script registry |
When to load SKILL_DAZ_STUDIO.md
This is the most important file and the one most likely to save you from a frustrating session. Key things it corrects:
Camera Y rotation is inverted — positive values turn the camera left, not right. Every other 3D application does this the other way.
daz_look_at_pointapplies rotations in the wrong direction — always verify in the viewport and correct manually.daz_orbit_camera_aroundaims at the figure's root (feet), not the face — use explicit world-space coordinates for portrait work instead.Genesis 9 faces +Z by default — "in front of" a character is at a positive Z coordinate.
Focal distance requires true 3D distance — using Z distance alone throws portrait shots out of focus.
Available Tools
📚 Documentation Tools
daz_script_help
Get DazScript documentation, examples, and best practices.
Arguments:
topic(string, default"overview"): Documentation topic to retrieve
Available Topics:
overview- DazScript environment basicsgotchas- Critical mistakes that cause timeouts or errorscamera- Camera creation, positioning, and aiminglight- Light creation, types, and three-point lightingenvironment- Iray environment settings and lighting modesscene- Scene management (new, save, load, selection)properties- Node properties, transforms, and morphscontent- Browsing and loading content from librarycoordinates- Coordinate system and positioning referenceposing- Figure posing, bone hierarchy, morphs vs poses, rotation gotchasmorphs- Morph discovery, searching, value ranges, and managementhierarchy- Scene hierarchy, parent-child relationships, parenting operationsinteraction- Multi-character interaction, look-at mechanics, world-space posingbatch- Batch operations patterns and performance optimizationviewport- Viewport and camera control, spherical positioning, presetsanimation- Keyframe animation, timeline control, image sequence exportrendering- Rendering workflows, multi-camera, batch render, animation export
Returns: Formatted documentation with examples
Use when: Before writing custom DazScript code to learn correct patterns and avoid common mistakes.
Example:
daz_script_help("camera") # Get camera documentation
daz_script_help("gotchas") # Learn critical gotchas🔍 Inspection Tools
daz_status
Check DAZ Studio connectivity and version.
Returns:
{
"running": true,
"version": "1.3.0"
}Use when: Verifying DAZ Studio is running and the connection works.
daz_scene_info
Get a snapshot of the current scene.
Returns:
{
"sceneFile": "/path/to/scene.duf",
"selectedNode": "Genesis 9",
"figures": [
{"name": "Genesis9", "label": "Genesis 9", "type": "DzFigure"}
],
"cameras": [
{"name": "Camera", "label": "Camera 1"}
],
"lights": [
{"name": "DistantLight", "label": "Distant Light", "type": "DzDistantLight"}
],
"totalNodes": 3247
}Use when: You need an overview of what's in the scene (characters, cameras, lights).
Note: Does not enumerate all nodes (scenes can have 1000+ nodes). Use daz_execute for fine-grained queries.
daz_get_node
Read all numeric properties of a node by its label or internal name.
Arguments:
node_label(string): Display label or internal name (e.g., "Genesis 9")
Returns:
{
"name": "Genesis9",
"label": "Genesis 9",
"type": "DzFigure",
"properties": {
"X Translate": 0.0,
"Y Translate": 0.0,
"Z Translate": 0.0,
"X Rotate": 0.0,
"Y Rotate": 0.0,
"Z Rotate": 0.0,
"Scale": 100.0,
"Head Size": 0.5
}
}Use when: You need to read transforms, morphs, or other numeric properties on a node.
daz_get_selected_nodes
Return the nodes currently selected in the DAZ Studio viewport.
Returns:
{
"count": 2,
"nodes": [
{"label": "Genesis 9", "name": "Genesis9"},
{"label": "Camera 1", "name": "Camera"}
]
}Use when: The user has manually selected items in DAZ Studio and wants the AI to act on that selection.
🔬 Morph Discovery Tools
daz_list_morphs
List all morphs (numeric properties) on a node with their current values.
Arguments:
node_label(string): Node display label or internal nameinclude_zero(bool, defaultFalse): Include morphs with zero values
Returns:
{
"morphs": [
{"label": "Height", "name": "Height", "value": 1.05, "path": "Morphs/Body"},
{"label": "Head Size", "name": "HeadSize", "value": 0.9, "path": "Morphs/Head"}
],
"count": 2,
"nodeLabel": "Genesis 9"
}Use when:
Discovering what morphs are available on a figure
Checking which morphs are currently active
Building morph selection UIs
Exploring character customization options
Example:
# List only active morphs (non-zero values)
daz_list_morphs("Genesis 9", include_zero=False)
# List ALL available morphs (warning: may return 500-1000+ morphs)
daz_list_morphs("Genesis 9", include_zero=True)Note: Genesis figures can have 1000+ morphs. Use include_zero=False to see only active morphs, or use daz_search_morphs to filter by pattern.
daz_search_morphs
Search for morphs matching a name pattern.
Arguments:
node_label(string): Node display label or internal namepattern(string): Substring to search for (case-insensitive)include_zero(bool, defaultFalse): Include morphs with zero values
Returns:
{
"morphs": [
{"label": "Smile", "name": "Smile", "value": 0.0, "path": "Morphs/Expressions"},
{"label": "Smile Open", "name": "SmileOpen", "value": 0.0, "path": "Morphs/Expressions"}
],
"count": 2,
"pattern": "smile",
"nodeLabel": "Genesis 9"
}Use when:
Finding specific morphs (e.g., all smile morphs, head morphs)
Discovering morphs by category or body part
Building filtered morph lists
Example:
# Find all smile-related morphs
daz_search_morphs("Genesis 9", "smile", include_zero=True)
# Find active head morphs only
daz_search_morphs("Genesis 9", "head", include_zero=False)
# Find all facial expression morphs
daz_search_morphs("Genesis 9", "express", include_zero=True)Common search patterns:
"smile","frown","express"- Facial expressions"head","face","nose"- Facial features"arm","leg","body"- Body parts"muscle","tone","fit"- Body definition"height","scale"- Size adjustments
🌳 Scene Hierarchy Tools
daz_get_node_hierarchy
Get complete hierarchy tree for a node with all descendants.
Arguments:
node_label(string): Root node display label or internal namemax_depth(int, default10): Maximum recursion depth (0 = unlimited)
Returns:
{
"node": "Genesis 9",
"hierarchy": {
"label": "Genesis 9",
"name": "Genesis9",
"type": "DzFigure",
"children": [
{
"label": "hip",
"name": "hip",
"type": "DzBone",
"children": [...]
}
]
},
"totalDescendants": 127
}Use when:
Understanding skeleton structure
Exploring bone relationships
Mapping complex scene hierarchies
Finding all descendants of a node
Example:
# Get skeleton hierarchy with depth limit
daz_get_node_hierarchy("Genesis 9", max_depth=3)
# Get full hierarchy (warning: Genesis 9 has 100+ bones)
daz_get_node_hierarchy("Genesis 9", max_depth=0)daz_list_children
List direct children of a node.
Arguments:
node_label(string): Parent node display label or internal name
Returns:
{
"node": "hip",
"children": [
{"label": "pelvis", "name": "pelvis", "type": "DzBone"},
{"label": "lThighBend", "name": "lThighBend", "type": "DzBone"},
{"label": "rThighBend", "name": "rThighBend", "type": "DzBone"}
],
"count": 3
}Use when:
Exploring hierarchy one level at a time
Checking if a node has children
Building custom tree structures
Example:
# List children of Genesis 9 root
daz_list_children("Genesis 9")
# Check if node has children
result = daz_list_children("Camera 1")
if result["count"] == 0:
print("No children")daz_get_parent
Get parent node of a node.
Arguments:
node_label(string): Child node display label or internal name
Returns:
{
"node": "lHand",
"parent": {
"label": "lForearmBend",
"name": "lForearmBend",
"type": "DzBone"
}
}Returns null for parent if node is a root (no parent).
Use when:
Traversing hierarchy upward
Finding what contains a node
Checking if node is a root
Example:
# Get parent of a bone
result = daz_get_parent("lHand")
print(f"Parent: {result['parent']['label']}")
# Check if node is root
result = daz_get_parent("Genesis 9")
if result["parent"] is None:
print("This is a root node")daz_set_parent
Set parent of a node (parenting operation).
Arguments:
node_label(string): Node to parentparent_label(string): New parent nodemaintain_world_transform(bool, defaultTrue): If true, adjust local transform to keep same world position
Returns:
{
"success": true,
"node": "Sword",
"newParent": "rHand",
"previousParent": null
}Use when:
Attaching props to figures (e.g., weapon to hand)
Parenting cameras to nodes
Reorganizing scene hierarchy
Attaching clothing to bones
Example:
# Attach sword to right hand (maintains position)
daz_set_parent("Sword", "rHand", maintain_world_transform=True)
# Parent camera to figure (follows figure)
daz_set_parent("Camera 1", "Genesis 9", maintain_world_transform=True)
# Attach bracelet to forearm
daz_set_parent("Bracelet", "lForearmBend", maintain_world_transform=True)Note: When maintain_world_transform=True, the node's world position stays the same, but local transform values (X/Y/Z Translate, Rotate) change to account for the new parent's transform.
⚡ Batch Operations
Batch operations allow you to modify multiple nodes or properties in a single call, significantly improving performance. Each operation has individual error handling, so failures don't abort the entire batch.
Performance benefits:
Single script call (all operations execute in one round-trip)
No HTTP/network overhead between operations
5-10x faster than individual calls for typical batches
Individual error handling without aborting the batch
Common use cases:
Applying facial expressions (multiple morphs at once)
Configuring lighting setups (multiple light properties)
Moving/rotating groups of props together
Showing/hiding groups of nodes for scene management
Resetting multiple cameras or lights to default values
daz_batch_set_properties
Set multiple properties on one or more nodes in a single call.
Arguments:
operations(array): List of operation objects, each containing:nodeLabel(string): Display label of the nodepropertyName(string): Property label or internal namevalue(float): New value for the property
Returns:
{
"results": [
{"success": true, "node": "Genesis 9", "property": "X Translate", "value": 100},
{"success": false, "node": "Missing", "error": "Node not found: Missing"}
],
"successCount": 1,
"failureCount": 1,
"total": 2
}Use when: Setting 3+ properties, applying facial expressions, configuring scene presets.
Example:
# Apply "surprised" facial expression
daz_batch_set_properties([
{"nodeLabel": "Genesis 9", "propertyName": "PHMEyesWide", "value": 0.8},
{"nodeLabel": "Genesis 9", "propertyName": "PHMBrowsUp", "value": 0.7},
{"nodeLabel": "Genesis 9", "propertyName": "PHMMouthOpen", "value": 0.4}
])
# Configure lighting setup
daz_batch_set_properties([
{"nodeLabel": "Key Light", "propertyName": "Flux", "value": 2000},
{"nodeLabel": "Fill Light", "propertyName": "Flux", "value": 800},
{"nodeLabel": "Rim Light", "propertyName": "Flux", "value": 2500}
])Performance: Setting 10 morphs via batch is ~5-10x faster than 10 individual daz_set_property calls.
daz_batch_transform
Apply the same transform properties to multiple nodes.
Arguments:
node_labels(array): List of node display labels to transformtransforms(object): Dictionary of property names to values (e.g.,{"XTranslate": 50, "YRotate": 45})
Returns:
{
"results": [
{"success": true, "node": "Prop1", "applied": ["X Translate", "Y Rotate"]},
{"success": false, "node": "Missing", "error": "Node not found: Missing"}
],
"successCount": 1,
"failureCount": 1,
"total": 2
}Use when: Moving, rotating, or scaling multiple objects by the same amount.
Example:
# Move multiple props to the right
daz_batch_transform(
["Chair", "Table", "Lamp"],
{"XTranslate": 100}
)
# Rotate and scale multiple objects
daz_batch_transform(
["Prop1", "Prop2", "Prop3"],
{"YRotate": 45, "Scale": 1.2}
)
# Reset rotation for all cameras
daz_batch_transform(
["Camera 1", "Camera 2", "Camera 3"],
{"XRotate": 0, "YRotate": 0, "ZRotate": 0}
)Note: Only properties that exist on each node are applied. Missing properties are silently skipped.
daz_batch_visibility
Show or hide multiple nodes in the viewport and renders.
Arguments:
node_labels(array): List of node display labels to modifyvisible(bool, defaultTrue): True to show nodes, False to hide them
Returns:
{
"results": [
{"success": true, "node": "Ground", "visible": false},
{"success": true, "node": "Sky Dome", "visible": false}
],
"successCount": 2,
"failureCount": 0,
"total": 2
}Use when: Scene management, testing configurations, optimizing render times.
Example:
# Hide all cameras
daz_batch_visibility(["Camera 1", "Camera 2", "Camera 3"], visible=False)
# Hide environment elements for character close-up
daz_batch_visibility(["Ground", "Sky Dome", "Background"], visible=False)
# Show all weapons
daz_batch_visibility(["Sword", "Shield", "Helmet"], visible=True)Note: Hidden nodes remain in the scene but are not visible in viewport or renders.
daz_batch_select
Select multiple nodes in the DAZ Studio scene.
Arguments:
node_labels(array): List of node display labels to selectadd_to_selection(bool, defaultFalse): If True, add to current selection; if False, replace current selection
Returns:
{
"selected": ["Genesis 9", "Genesis 8 Female"],
"count": 2,
"total": 2
}Use when: Selecting groups of nodes for inspection or operations.
Example:
# Select multiple characters
daz_batch_select(["Genesis 9", "Genesis 8 Female"])
# Add props to current selection
daz_batch_select(["Sword", "Shield"], add_to_selection=True)
# Select all lights
daz_batch_select(["Spot Light 1", "Distant Light 1", "Point Light 1"])Note: Nodes that don't exist are silently skipped. Returns count of successful selections.
📷 Viewport and Camera Control
Viewport control tools enable programmatic camera positioning, framing, and preset management for automated scene photography and consistent camera angles.
Key capabilities:
Switch active viewport camera
Position camera using spherical coordinates (orbit around target)
Auto-frame camera to show objects (calculates bounding box)
Save/load camera positions as presets (JSON-serializable)
Reusable camera angles across scenes
daz_set_active_camera
Set which camera is active in the DAZ Studio viewport.
Arguments:
camera_label(string): Display label of the camera to activate
Returns:
{
"success": true,
"camera": "Camera 1",
"previousCamera": "Perspective View"
}Use when: Switching between predefined camera angles, previewing from multiple viewpoints.
Example:
# Switch to specific camera
daz_set_active_camera("Camera 1")
# Switch back to default
daz_set_active_camera("Perspective View")daz_orbit_camera_around
Position camera orbiting around a target node at specified angle and distance.
Arguments:
camera_label(string): Camera to positiontarget_label(string): Target node to orbit arounddistance(float, default200.0): Distance from target in cmangle_horizontal(float, default45.0): Horizontal angle in degrees (0=front/+Z, 90=right/+X)angle_vertical(float, default15.0): Vertical angle in degrees (positive=above)
Returns:
{
"success": true,
"camera": "Camera 1",
"target": "Genesis 9",
"position": {"x": 141.4, "y": 151.8, "z": 141.4},
"targetPosition": {"x": 0, "y": 100, "z": 0}
}Use when: Character photography, product shots, turntable animations, establishing camera angles.
Example:
# Front 3/4 view (classic portrait angle)
daz_orbit_camera_around("Camera 1", "Genesis 9",
distance=200, angle_horizontal=45, angle_vertical=15)
# Side view from left
daz_orbit_camera_around("Camera 1", "Genesis 9",
distance=150, angle_horizontal=-90, angle_vertical=0)
# Bird's eye view
daz_orbit_camera_around("Camera 1", "Genesis 9",
distance=300, angle_horizontal=0, angle_vertical=60)
# Dramatic low angle
daz_orbit_camera_around("Camera 1", "Genesis 9",
distance=180, angle_horizontal=25, angle_vertical=-20)Angle reference:
Horizontal: 0°=front(+Z), 90°=right(+X), 180°=back(-Z), -90°=left(-X)
Vertical: positive=above horizon, negative=below
Distance guidelines (170cm tall figure):
Full body: 350-450cm
Portrait: 80-120cm
Face close-up: 30-50cm
daz_frame_camera_to_node
Frame camera to show a node by positioning at calculated distance.
Arguments:
camera_label(string): Camera to positionnode_label(string): Node to framedistance(float, optional): Distance from node center in cm. If not specified, auto-calculated as 2.5x largest bounding box dimension.
Returns:
{
"success": true,
"camera": "Camera 1",
"node": "Genesis 9",
"position": {"x": 0, "y": 100, "z": 450},
"nodeCenter": {"x": 0, "y": 100, "z": 0},
"nodeSize": {"x": 50, "y": 170, "z": 40}
}Use when: Auto-framing objects of varying sizes, consistent framing across scenes.
Example:
# Frame character (auto distance)
daz_frame_camera_to_node("Camera 1", "Genesis 9")
# Frame prop with specific distance
daz_frame_camera_to_node("Camera 1", "Sword", distance=50)
# Close-up on head
daz_frame_camera_to_node("Camera 1", "head", distance=30)Note: Camera is positioned in front (+Z) and aimed at node's bounding box center. Auto-calculated distance is 2.5x the largest dimension.
daz_save_camera_preset
Save camera position and rotation as preset data.
Arguments:
camera_label(string): Camera to save
Returns:
{
"preset": {
"label": "Camera 1",
"transforms": {
"XTranslate": 0, "YTranslate": 100, "ZTranslate": 300,
"XRotate": -10, "YRotate": 0, "ZRotate": 0,
"XScale": 1.0, "YScale": 1.0, "ZScale": 1.0
}
}
}Use when: Saving reusable camera angles, sharing camera positions across projects.
Example:
# Save camera position
preset = daz_save_camera_preset("Camera 1")
# Store to file
import json
with open("portrait_camera.json", "w") as f:
json.dump(preset, f)Note: Preset data is JSON-serializable and can be applied to any camera.
daz_load_camera_preset
Restore camera position and rotation from preset data.
Arguments:
camera_label(string): Camera to modifypreset(dict): Preset dictionary fromdaz_save_camera_preset()(must containtransformskey)
Returns:
{
"success": true,
"camera": "Camera 1",
"applied": ["XTranslate", "YTranslate", "ZTranslate", "XRotate", "YRotate", "ZRotate"]
}Use when: Restoring saved camera positions, applying same angle to multiple cameras.
Example:
# Load preset from file
import json
with open("portrait_camera.json") as f:
preset = json.load(f)
# Apply to camera
daz_load_camera_preset("Camera 1", preset["preset"])
# Apply same preset to multiple cameras
for cam in ["Camera 1", "Camera 2", "Camera 3"]:
daz_load_camera_preset(cam, preset["preset"])Note: Preset can be applied to any camera, not just the original. Useful for synchronizing multiple cameras.
daz_list_cameras
List all cameras currently in the scene.
Returns:
{
"camera_count": 2,
"cameras": [
{"name": "Camera", "label": "Camera 1", "focal_length": 65.0},
{"name": "Camera2", "label": "Wide Shot", "focal_length": 35.0}
]
}Use when: Discovering what cameras exist before calling daz_set_active_camera or daz_render_with_camera.
daz_create_camera
Create a new camera and add it to the scene.
Arguments:
label(string): Display name for the new camerax,y,z(float): World-space position in cm (defaults: 0, 150, 300)aim_at_label(string, optional): Aim the camera at this node's centrefocal_length(float, optional): Lens focal length in mm
Returns:
{
"label": "Close-up Cam",
"position": {"x": 0, "y": 160, "z": 120},
"focal_length": 85.0
}Example:
daz_create_camera("Close-up Cam", x=0, y=160, z=120,
aim_at_label="Genesis 9", focal_length=85)Note: Use daz_list_cameras to confirm the camera was added, and daz_set_active_camera to switch the active viewport.
🎬 Animation System
Animation tools enable keyframe-based property animation. Set keyframes at specific frames, and DAZ Studio interpolates smoothly between them. Supports animating any numeric property (transforms, morphs, lights, cameras).
Key capabilities:
Set/get/remove keyframes on properties
Timeline control (current frame, frame range)
Export animations as image sequences
Copy and offset animations between properties
Inspect keyframe data programmatically
Common use cases:
Character animation (walk cycles, gestures, facial expressions)
Camera animation (dolly, pan, zoom)
Product turntables (360° rotation)
Morph animations (smile fade, eye blink)
Multi-character choreography
daz_set_keyframe
Set a keyframe on a property at specified frame.
Arguments:
node_label(string): Node display labelproperty_name(string): Property label or internal nameframe(int): Frame number (0-based)value(float): Value at this frame
Returns:
{
"success": true,
"node": "Genesis 9",
"property": "X Translate",
"frame": 0,
"value": 0.0
}Use when: Creating animations, defining key poses.
Example:
# Animate movement (0 to 100cm over 30 frames)
daz_set_keyframe("Genesis 9", "XTranslate", frame=0, value=0)
daz_set_keyframe("Genesis 9", "XTranslate", frame=30, value=100)
# Animate rotation (0 to 90 degrees)
daz_set_keyframe("Genesis 9", "YRotate", frame=0, value=0)
daz_set_keyframe("Genesis 9", "YRotate", frame=60, value=90)
# Animate morph (fade in smile)
daz_set_keyframe("Genesis 9", "PHMSmile", frame=0, value=0)
daz_set_keyframe("Genesis 9", "PHMSmile", frame=15, value=0.8)Note: DAZ Studio interpolates between keyframes automatically. Setting keyframe at existing frame updates the value.
daz_get_keyframes
Get all keyframes for a property.
Arguments:
node_label(string): Node display labelproperty_name(string): Property label or internal name
Returns:
{
"keyframes": [
{"frame": 0, "value": 0.0},
{"frame": 30, "value": 100.0}
],
"count": 2
}Use when: Inspecting animations, copying keyframes, checking if property is animated.
Example:
# Get keyframes
result = daz_get_keyframes("Genesis 9", "XTranslate")
for kf in result['keyframes']:
print(f"Frame {kf['frame']}: {kf['value']}")
# Copy keyframes to another node
for kf in result['keyframes']:
daz_set_keyframe("Genesis 8", "XTranslate", kf['frame'], kf['value'])daz_remove_keyframe
Remove a keyframe at specified frame.
Arguments:
node_label(string): Node display labelproperty_name(string): Property label or internal nameframe(int): Frame number
Returns:
{
"success": true,
"node": "Genesis 9",
"property": "X Translate",
"frame": 15,
"removed": true
}Use when: Removing specific keyframes, editing animation timing.
Example:
# Remove keyframe
daz_remove_keyframe("Genesis 9", "XTranslate", frame=15)Note: Returns removed: false if no keyframe exists at that frame (not an error).
daz_clear_animation
Remove all keyframes from a property.
Arguments:
node_label(string): Node display labelproperty_name(string): Property label or internal name
Returns:
{
"success": true,
"node": "Genesis 9",
"property": "X Translate",
"removed": 5
}Use when: Clearing animations, resetting properties to static state.
Example:
# Clear animation
result = daz_clear_animation("Genesis 9", "XTranslate")
print(f"Removed {result['removed']} keyframes")
# Clear all transform animations
for prop in ["XTranslate", "YTranslate", "ZTranslate", "XRotate", "YRotate", "ZRotate"]:
daz_clear_animation("Genesis 9", prop)Note: More efficient than removing keyframes individually.
daz_set_frame
Set current animation frame.
Arguments:
frame(int): Frame number to move to
Returns:
{
"success": true,
"frame": 30,
"previousFrame": 0
}Use when: Previewing animation, rendering specific frames.
Example:
# Jump to frame 30
daz_set_frame(30)
# Render all frames
info = daz_get_animation_info()
for frame in range(info['startFrame'], info['endFrame'] + 1):
daz_set_frame(frame)
daz_render(output_path=f"frame_{frame:04d}.png")Note: Scene updates to show animated state at the frame.
daz_set_frame_range
Set animation frame range (start and end).
Arguments:
start_frame(int): First frame (typically 0)end_frame(int): Last frame
Returns:
{
"success": true,
"startFrame": 0,
"endFrame": 119,
"previousStart": 0,
"previousEnd": 30
}Use when: Defining animation length before creating keyframes.
Example:
# 4-second animation (120 frames at 30fps)
daz_set_frame_range(0, 119)
# 10-second animation
daz_set_frame_range(0, 299)Note: Frame range is inclusive (frames 0-119 = 120 frames). Duration = (end - start + 1) / fps.
daz_get_animation_info
Get animation timeline info (current frame, range, fps).
Returns:
{
"currentFrame": 0,
"startFrame": 0,
"endFrame": 119,
"fps": 30.0,
"totalFrames": 120,
"durationSeconds": 4.0
}Use when: Checking timeline state before rendering, calculating duration.
Example:
# Get timeline info
info = daz_get_animation_info()
print(f"Animation: {info['durationSeconds']} seconds ({info['totalFrames']} frames)")
# Render entire animation
for frame in range(info['startFrame'], info['endFrame'] + 1):
daz_set_frame(frame)
daz_render(output_path=f"frame_{frame:04d}.png")Note: FPS is typically 30 in DAZ Studio.
🎥 Advanced Rendering Control
Advanced rendering tools provide programmatic control for multi-camera rendering, animation export, and batch rendering operations.
Key capabilities:
Render from specific camera without changing viewport
Batch render from multiple cameras
Export animations as image sequences
Query render settings
Automated rendering workflows
Common use cases:
Multi-angle product shots (front, side, top, perspective)
Character turntables (8-16 camera angles)
Animation export (frame-by-frame image sequences)
Test renders from multiple angles
Multi-camera animation rendering
daz_render_with_camera
Render from specific camera without changing active viewport camera.
Arguments:
camera_label(string): Camera to render fromoutput_path(string, optional): Output file path (if not specified, renders to viewport)
Returns:
{
"success": true,
"camera": "Camera 1",
"outputPath": "/path/to/render.png"
}Use when: Multi-camera batch renders, testing camera angles without disrupting viewport.
Example:
# Render from specific camera
daz_render_with_camera("Camera 1", output_path="/renders/cam1.png")
# Render from multiple cameras
for cam in ["Front", "Side", "Top"]:
daz_render_with_camera(cam, output_path=f"/renders/{cam}.png")Note: Viewport camera remains unchanged. Previous render camera is restored automatically.
daz_get_render_settings
Get current render settings and configuration.
Returns:
{
"renderToFile": true,
"outputPath": "/path/to/output.png",
"currentCamera": "Camera 1",
"aspectRatio": 1.777,
"aspectWidth": 16,
"aspectHeight": 9
}Use when: Verifying render configuration before batch operations, debugging render issues.
Example:
# Check render settings
settings = daz_get_render_settings()
print(f"Render camera: {settings['currentCamera']}")
print(f"Aspect: {settings['aspectWidth']}x{settings['aspectHeight']}")
# Verify configuration
if not settings['renderToFile']:
print("Warning: Render configured for viewport, not file")daz_batch_render_cameras
Render from multiple cameras in sequence.
Arguments:
cameras(list[string]): List of camera labelsoutput_dir(string): Output directorybase_filename(string, default"render"): Base filename (camera name is appended)
Returns:
{
"success": true,
"rendered": [
{"camera": "Front", "outputPath": "/renders/product_Front.png"},
{"camera": "Side", "outputPath": "/renders/product_Side.png"}
],
"total": 2
}Use when: Product photography, turntable renders, multi-angle test renders.
Example:
# Render from multiple cameras
daz_batch_render_cameras(
cameras=["Front", "Side", "Top", "Perspective"],
output_dir="/renders",
base_filename="product"
)
# Generates: product_Front.png, product_Side.png, product_Top.png, product_Perspective.png
# Turntable (8 cameras around character)
cameras = [f"Cam_{angle}" for angle in [0, 45, 90, 135, 180, 225, 270, 315]]
daz_batch_render_cameras(cameras, "/renders/turntable", "angle")Note: Camera names in filenames have non-alphanumeric chars replaced with underscores. Previous render camera is restored after batch.
daz_render_animation
Render animation frame range as image sequence.
Arguments:
output_dir(string): Output directorystart_frame(int, optional): First frame (default: animation range start)end_frame(int, optional): Last frame (default: animation range end)filename_pattern(string, default"frame"): Filename pattern (frame number appended)camera(string, optional): Camera to render from (default: current render camera)
Returns:
{
"success": true,
"rendered": [
{"frame": 0, "outputPath": "/animation/frame_0000.png"},
{"frame": 1, "outputPath": "/animation/frame_0001.png"}
],
"total": 120,
"frames": {"start": 0, "end": 119}
}Use when: Exporting animations, creating video sequences.
Example:
# Render entire animation (uses animation range)
daz_render_animation(output_dir="/animation")
# Generates: frame_0000.png, frame_0001.png, ..., frame_0119.png
# Render specific frame range
daz_render_animation(
output_dir="/animation/clip",
start_frame=30,
end_frame=60,
filename_pattern="clip"
)
# Render animation from specific camera
daz_render_animation(
output_dir="/animation",
camera="Camera 1"
)
# Convert to video (using ffmpeg)
# ffmpeg -framerate 30 -i frame_%04d.png -c:v libx264 -pix_fmt yuv420p output.mp4Note: Frame numbers zero-padded to 4 digits (0000-9999). Timeline position and render camera restored after completion.
📐 Spatial Query Tools
These tools let you query the world-space position, size, and relationships of scene nodes.
daz_get_world_position
Get world-space position, local position, rotation, and scale of a node.
Arguments:
node_label(string): Node display label or internal name
Returns:
{
"node": "Genesis 9",
"worldPosition": {"x": 0, "y": 0, "z": 0},
"localPosition": {"x": 0, "y": 0, "z": 0},
"rotation": {"x": 0, "y": 0, "z": 0},
"scale": {"x": 1, "y": 1, "z": 1}
}Use when: Finding exact world coordinates of a character or prop before placing another object relative to it.
daz_get_bounding_box
Get bounding box (min/max corners, center, dimensions) of a node.
Arguments:
node_label(string): Node display label or internal name
Returns:
{
"node": "Genesis 9",
"min": {"x": -30, "y": 0, "z": -15},
"max": {"x": 30, "y": 170, "z": 15},
"center": {"x": 0, "y": 85, "z": 0},
"width": 60, "height": 170, "depth": 30
}Use when: Auto-framing cameras, checking object sizes, placing objects on surfaces.
daz_calculate_distance
Calculate distance and direction vector between two nodes.
Arguments:
from_label(string): Source nodeto_label(string): Target node
Returns:
{
"from": "Alice",
"to": "Bob",
"distance": 120.5,
"direction": {"x": 0.707, "y": 0, "z": 0.707}
}Use when: Checking if two characters are within interaction range, positioning props relative to figures.
daz_get_spatial_relationship
Natural-language spatial relationship between two nodes.
Arguments:
from_label(string): Reference nodeto_label(string): Target node
Returns:
{
"from": "Camera 1",
"to": "Genesis 9",
"distance": 300.0,
"direction": "in front of",
"angle": 5.2,
"overlap": false
}Use when: Describing scene layout in natural language, verifying camera placement.
daz_check_overlap
Check if two nodes have overlapping bounding boxes.
Arguments:
node1_label(string): First nodenode2_label(string): Second node
Returns:
{
"overlapping": true,
"penetrationDepth": {"x": 2.1, "y": 0, "z": 0}
}Use when: Detecting interpenetration between characters, validating poses before rendering.
🔬 Property Introspection Tools
daz_inspect_properties
List all properties on a node, optionally filtered by type.
Arguments:
node_label(string): Node display label or internal namefilter_type(string, default"all"): One of"all","numeric","transform","morph","bool","string"
Returns:
{
"node": "Spot Light 1",
"properties": [
{"label": "Flux", "name": "Flux", "type": "numeric", "value": 1500},
{"label": "Shadow Softness", "name": "Shadow Softness", "type": "numeric", "value": 0.5}
],
"count": 2
}Use when: Discovering what properties are settable on a node (lights, cameras, props).
Example:
# List all numeric properties on a spotlight
daz_inspect_properties("Spot Light 1", filter_type="numeric")
# List transform properties only
daz_inspect_properties("Genesis 9", filter_type="transform")daz_get_property_metadata
Get detailed metadata (min, max, default, type, path) for a single property.
Arguments:
node_label(string): Node display label or internal nameproperty_name(string): Property label or internal name
Returns:
{
"node": "Spot Light 1",
"property": "Flux",
"type": "numeric",
"value": 1500,
"default": 1500,
"min": 0,
"max": 100000,
"path": "General/Luminous Flux"
}Use when: Finding valid ranges before setting a property, validating property names.
daz_validate_script
Static analysis of DazScript code for known anti-patterns. Does not require a DAZ Studio connection.
Arguments:
script(string): DazScript source code to analyze
Returns:
{
"valid": false,
"issues": [
{"severity": "error", "line": 3, "message": "Bare return at top level — wrap in IIFE"},
{"severity": "warning", "line": 7, "message": "getElementID() is not a function — use .elementID property"}
],
"issueCount": 2
}Use when: Before running a custom script via daz_execute, to catch common mistakes early.
💡 Lighting Preset Tools
daz_apply_lighting_preset
Create a professional lighting setup in one command.
Arguments:
preset(string): Lighting preset namesubject_label(string): Node to light (preset positions lights relative to subject's bounding box)
Presets:
three-point— Key (front-right) + Fill (front-left) + Rim (back). General-purpose.rembrandt— Key (45° side, high) + dim Fill. Dramatic portrait.butterfly— Key (directly front, high). Glamour/beauty lighting.split— Key (90° side). Half face lit, half in shadow. Moody.loop— Key (35° side) + Fill + Rim. Natural-looking portrait.
Returns:
{
"success": true,
"preset": "three-point",
"subject": "Genesis 9",
"lights": ["Key Light", "Fill Light", "Rim Light"]
}All presets: aim lights at the subject's face height, set environment mode to Scene Only, and remove existing lights with the same names first.
Use when: Setting up a scene for rendering without manually positioning individual lights.
Example:
# Classic portrait lighting
daz_apply_lighting_preset("three-point", "Genesis 9")
# Dramatic moody lighting
daz_apply_lighting_preset("rembrandt", "Genesis 9")daz_validate_scene
Validate scene quality for rendering — checks lighting, cameras, collisions.
Returns:
{
"score": 75,
"issues": [
{"category": "lighting", "severity": "medium", "message": "Only one light source — consider adding fill or rim light"},
{"category": "collision", "severity": "high", "message": "Alice and Bob bounding boxes overlap by 5cm"}
],
"breakdown": {
"lighting": 60,
"cameras": 100,
"figures": 100,
"collisions": 50
}
}Score: 0-100. Issues reduce the score. Checks: bounding box collisions between figures, insufficient lighting, no cameras, no figures.
Use when: Before rendering to catch common setup problems.
daz_list_lights
List all lights currently in the scene.
Returns:
{
"light_count": 3,
"lights": [
{"name": "SpotLight", "label": "Key Light", "intensity": 10000, "shadow_type": "Raytraced"},
{"name": "DistantLight", "label": "Sun", "intensity": 5000, "shadow_type": "None"}
]
}Use when: Checking what lights exist before modifying or deleting them.
daz_create_light
Create a new light and add it to the scene.
Arguments:
light_type(string):"spot","distant", or"point"label(string): Display name for the new lightx,y,z(float): World-space position in cm (defaults: 0, 200, 200)flux(float, optional): Light intensity in DAZ flux unitsaim_at_label(string, optional): Aim the light at this node's centre
Returns:
{
"label": "Key Light",
"type": "spot",
"position": {"x": 150, "y": 250, "z": 200},
"flux": 10000
}Example:
daz_create_light("spot", "Key Light", x=150, y=250, z=200,
flux=10000, aim_at_label="Genesis 9")Note: For complete multi-light setups use daz_apply_lighting_preset or daz_apply_visual_style instead.
daz_set_scene_atmosphere
Configure the DAZ Studio environment node (HDRI dome, Sun-Sky, ambient lighting).
Arguments:
environment_mode(int, optional):0=Sun-Sky Only,1=Dome Only,2=Sun-Sky+Dome,3=Scene Only (use3when relying on scene lights)environment_intensity(float, optional): Brightness of dome/sun-sky (0.0–10.0)draw_dome(bool, optional): Whether the HDRI image is visible as the backgrounddome_rotation(float, optional): Horizontal rotation of HDRI dome in degrees (0–360)sun_light_intensity(float, optional): Sun component brightness in modes 0 or 2
Returns:
{
"changesApplied": ["environment_mode → 3"],
"changeCount": 1,
"currentEnvironmentMode": 3
}Example:
# Required before using lighting presets so dome doesn't wash out scene lights
daz_set_scene_atmosphere(environment_mode=3)
# Dimmed HDRI dome blended with scene lights
daz_set_scene_atmosphere(environment_mode=1, environment_intensity=0.2, draw_dome=True)daz_apply_visual_style
Apply a holistic cinematic visual style — creates/reconfigures three named lights (Style_Key, Style_Fill, Style_Rim) with ratios and angles tuned for the chosen look. Sets environment to Scene Only mode automatically.
Arguments:
style_name(string): One of"cinematic","noir","golden-hour","blue-hour","high-key","low-key","documentary","fantasy"subject_label(string, optional): Node to aim lights atintensity(float, default1.0): Scale factor for all light flux (0.1–5.0)
Returns:
{
"styleName": "cinematic",
"lights": [
{"role": "key", "label": "Style_Key", "flux": 12000, "angle": 45},
{"role": "fill", "label": "Style_Fill", "flux": 3000, "angle": -45},
{"role": "rim", "label": "Style_Rim", "flux": 8000, "angle": 180}
],
"lightingRatios": {"keyToFill": 4.0, "keyToRim": 1.5}
}Example:
daz_apply_visual_style("cinematic", subject_label="Genesis 9")
daz_apply_visual_style("noir", subject_label="Alice", intensity=0.8)Note: Fine-tune individual lights afterward with daz_set_property("Style_Key", "Flux", 15000).
🎭 Emotional Direction
daz_set_emotion
Apply an emotional expression to a character (morphs + body language).
Arguments:
character_label(string): Character display labelemotion(string): Emotion nameintensity(float, default0.7): Strength of the expression (0.0–1.0)
Supported emotions: happy, sad, angry, surprised, fearful, disgusted, neutral, excited, bored, confident, shy, loving, contemptuous
Returns:
{
"success": true,
"character": "Genesis 9",
"emotion": "happy",
"intensity": 0.7,
"applied": ["PHMSmile", "PHMBrowsUp", "chest_forward"],
"notFound": ["PHMEyeSquintL"]
}Missing morphs (due to figure generation differences) are reported in not_found without raising an error.
Use when: Quickly applying a recognizable expression instead of manually searching for morph names.
Example:
# Apply full happy expression
daz_set_emotion("Alice", "happy")
# Subtle confident look
daz_set_emotion("Bob", "confident", intensity=0.4)📚 Content Library Navigation
daz_list_categories
List subdirectories in the content library under a parent path.
Arguments:
parent_path(string, default""): Path relative to content library root (e.g.,"People/Genesis 9")
Returns:
{
"path": "People/Genesis 9",
"categories": ["Characters", "Hair", "Clothing", "Expressions"],
"count": 4
}Use when: Browsing the content library to discover available categories.
Example:
# List top-level categories
daz_list_categories("")
# Browse Genesis 9 subcategories
daz_list_categories("People/Genesis 9")daz_browse_category
List .duf files in a content library category.
Arguments:
category_path(string): Path relative to content library rootsort_by(string, default"name"): Sort order:"name"or"date"
Returns:
{
"path": "People/Genesis 9/Hair",
"files": [
{"name": "Ade Hair", "path": "/Library/People/Genesis 9/Hair/Ade Hair.duf"},
{"name": "Braid Updo", "path": "/Library/People/Genesis 9/Hair/Braid Updo.duf"}
],
"count": 2
}Use when: Finding content file paths to load with daz_load_file.
daz_get_content_info
Read metadata from a .duf file without loading it.
Arguments:
file_path(string): Absolute path to.duffile
Returns:
{
"name": "Ade Hair",
"type": "wearable",
"requires": ["Genesis 9"],
"author": "Daz Originals",
"description": "Long flowing hair for Genesis 9"
}Use when: Checking compatibility or requirements before loading content.
daz_search_content
Search the content library by keyword.
Arguments:
query(string): Search querymax_results(int, default10): Maximum results to return
Returns: {"results": [{"name": "...", "path": "...", "type": "..."}], "count": N}
daz_load_product
Load a product from the DAZ content library by product name.
Arguments:
product_name(string): Product name to search for and load
Returns: {"success": true, "product": "...", "loaded": [...]}
🎬 Scene Composition / Cinematography
daz_apply_composition_rule
Position camera using a photography composition rule.
Arguments:
camera_label(string): Camera to positionsubject_label(string): Subject to compose aroundrule(string, default"rule-of-thirds"): Composition rule
Rules:
rule-of-thirds— Subject on right vertical third at eye levelgolden-ratio— Subject at 1.618 golden sectioncenter-frame— Subject centered, symmetricleading-lines— Low angle with diagonal offset
Returns:
{
"success": true,
"camera": "Camera 1",
"subject": "Genesis 9",
"rule": "rule-of-thirds"
}daz_frame_shot
Frame camera using a standard cinematic shot type.
Arguments:
camera_label(string): Camera to positionsubject_label(string): Subject to frameshot_type(string): Shot type name
Shot types and distances:
extreme-close-up— 25 cm (eyes/mouth detail)close-up— 50 cm (face)medium-close-up— 90 cm (head and shoulders)medium-shot— 140 cm (waist up)medium-full— 200 cm (knees up)full-shot— 400 cm (whole body)wide-shot— 700 cm (body + environment)
Returns:
{
"success": true,
"camera": "Camera 1",
"subject": "Genesis 9",
"shotType": "medium-shot",
"distance": 140
}Example:
# Frame a portrait shot
daz_frame_shot("Camera 1", "Genesis 9", "close-up")
# Frame full body
daz_frame_shot("Camera 1", "Genesis 9", "full-shot")daz_apply_camera_angle
Apply a standard camera angle preset relative to a subject.
Arguments:
camera_label(string): Camera to positionsubject_label(string): Subject to angle towardangle(string, default"eye-level"): Camera angle preset
Angles:
eye-level— Neutral, camera at subject's eye heighthigh-angle— Above subject, looking down (vulnerable)low-angle— Below eye level, looking up (powerful)dutch-angle— Eye level + 15° Z-roll (unsettling)overhead— Directly above (bird's-eye)worms-eye— Ground level looking upover-shoulder— Behind and to one side
Returns:
{
"success": true,
"camera": "Camera 1",
"subject": "Genesis 9",
"angle": "low-angle"
}💾 Scene Checkpoint System
daz_save_scene_state
Save current scene state (transforms, morphs, light properties) as a named checkpoint.
Arguments:
checkpoint_name(string): Name for this checkpoint
What is captured:
All figures/skeletons: transform properties + active (non-zero) morph values
All cameras: transform properties
All lights: transform properties + Flux, Shadow Softness, Spread Angle
What is NOT captured: Materials, geometry, HDR dome settings, parenting relationships.
Returns:
{
"success": true,
"checkpoint": "before_lighting_test",
"nodesCaptured": 5,
"savedAt": "2026-04-09T10:15:00"
}Important: Checkpoints are stored in MCP server process memory and are lost if the server restarts.
Example:
# Safe experimentation workflow
daz_save_scene_state("before_lighting_test")
daz_apply_lighting_preset("rembrandt", "Genesis 9")
# Don't like it?
daz_restore_scene_state("before_lighting_test")daz_restore_scene_state
Restore scene state from a named checkpoint.
Arguments:
checkpoint_name(string): Name of checkpoint to restore
Returns:
{
"success": true,
"checkpoint": "before_lighting_test",
"nodesRestored": 5
}daz_list_checkpoints
List all saved checkpoints in the current session.
Returns:
{
"checkpoints": [
{"name": "before_lighting_test", "savedAt": "2026-04-09T10:15:00", "nodeCount": 5},
{"name": "pose_v2", "savedAt": "2026-04-09T10:32:00", "nodeCount": 5}
],
"count": 2
}daz_export_node_config
Export scene node properties to a portable JSON file for reuse across scenes or after server restarts. Complements in-memory checkpoints with persistent, file-based storage.
Arguments:
output_path(string): Absolute path for the output.jsonfilenode_labels(list, optional): Specific node labels to capture; if omitted captures all skeletons, cameras, and lightsinclude_types(list, optional): Property categories to capture:"transforms","morphs","lights","cameras"(default: all)
Returns:
{
"outputPath": "C:/shots/hero_pose.json",
"nodeCount": 3,
"propertyCount": 18,
"morphCount": 5,
"fileSizeBytes": 4096
}Example:
# Export current pose and morphs for Genesis 9
daz_export_node_config(
"C:/poses/alice_surprised.json",
node_labels=["Alice"],
include_types=["transforms", "morphs"]
)
# Export a camera rig for reuse in other scenes
daz_export_node_config("C:/presets/interview_cameras.json",
node_labels=["Camera A", "Camera B"],
include_types=["transforms", "cameras"])daz_import_node_config
Apply a previously exported node config file to the current scene. Nodes are matched by exact label.
Arguments:
input_path(string): Absolute path to the.jsonconfig filenode_labels(list, optional): Subset of nodes to import from the fileskip_missing(bool, defaultTrue): Silently skip nodes that don't exist in the current scenescale_transforms(float, default1.0): Scale factor for translation values (e.g.0.01to convert cm→m)
Returns:
{
"totalNodes": 2,
"successCount": 2,
"failureCount": 0,
"skippedCount": 0
}Example:
# Restore a full scene setup
daz_import_node_config("C:/shots/hero_pose.json")
# Import only Alice's pose from a multi-character file
daz_import_node_config("C:/shots/crowd.json", node_labels=["Alice"])🗺️ Scene Layout & Proximity
daz_get_scene_layout
Full spatial map of all scene nodes with positions and bounding boxes.
Arguments:
include_types(list, optional): Filter by type. Values:"figures","cameras","lights","props". Omit for all types.
Returns:
{
"nodes": [
{
"label": "Genesis 9", "type": "DzFigure",
"position": {"x": 0, "y": 0, "z": 0},
"boundingBox": {"min": {...}, "max": {...}, "center": {...}}
}
],
"count": 8
}Use when: Getting a complete overview of scene spatial layout before adding or moving objects.
daz_find_nearby_nodes
Find all nodes within a radius of a target node.
Arguments:
target_label(string): Center node to search aroundradius(float, default200.0): Search radius in cminclude_types(list, optional): Filter by type:"figures","cameras","lights","props"
Returns:
{
"target": "Alice",
"radius": 200,
"nearby": [
{"label": "Bob", "type": "DzFigure", "distance": 120.5, "direction": "front-right"},
{"label": "Chair", "type": "prop", "distance": 85.0, "direction": "right"}
],
"count": 2
}Direction labels: front, front-right, right, back-right, back, back-left, left, front-left
Use when: Finding all characters or props near a subject, checking interaction range.
⚡ Async Rendering Tools
For long-running operations (full renders, animation export, multi-camera batch), async tools return immediately with a request_id. The script executes serially on DAZ Studio's main thread — the scene is locked while it runs, so subsequent scene modifications queue behind it.
Key constraint: DAZ Studio is single-threaded. Async means the HTTP connection is released immediately — execution is still serial.
daz_render_async
Submit a render asynchronously. Returns immediately with a request_id.
Arguments:
output_path(string, optional): Output file path
Returns:
{
"request_id": "render-a3f2b891",
"status": "queued",
"submitted_at": "2026-04-09T10:15:00"
}daz_render_with_camera_async
Submit a camera-specific render asynchronously.
Arguments:
camera_label(string): Camera to render fromoutput_path(string, optional): Output file path
daz_batch_render_cameras_async
Submit a multi-camera batch render asynchronously.
Arguments:
cameras(list[string]): Camera labelsoutput_dir(string): Output directorybase_filename(string, default"render"): Base filename
daz_render_animation_async
Submit an animation render asynchronously.
Arguments:
output_dir(string): Output directorystart_frame(int, optional): First frameend_frame(int, optional): Last framefilename_pattern(string, default"frame"): Filename prefixcamera(string, optional): Camera to render from
daz_get_request_status
Poll the status of an async request (non-blocking, lightweight).
Arguments:
request_id(string): Request ID from an async submit tool
Returns:
{
"request_id": "render-a3f2b891",
"status": "running",
"progress": 0.0,
"elapsed_ms": 3200,
"queue_position": 0
}Status values: queued, running, completed, failed, cancelled
daz_get_request_result
Fetch the final result of an async request.
Arguments:
request_id(string): Request IDwait(bool, defaultTrue): If True, blocks until complete (up totimeout_seconds)timeout_seconds(int, default300): Max wait time whenwait=True
Returns (completed):
{
"success": true,
"result": {...},
"request_id": "render-a3f2b891",
"duration_ms": 45230,
"completed_at": "2026-04-09T10:15:47",
"status": "completed"
}daz_cancel_request
Cancel a queued or running async request.
Arguments:
request_id(string): Request ID to cancel
Queued requests are removed immediately. Running requests set a cancel flag and call killRender().
Returns:
{
"request_id": "render-a3f2b891",
"status": "cancelled",
"cancelled_at": "2026-04-09T10:15:05"
}daz_list_requests
List all active and recently completed async requests.
Arguments:
status_filter(string, optional): Filter by status:"queued","running","completed","failed","cancelled"
Returns:
{
"requests": [...],
"total": 3,
"queued": 1,
"running": 1,
"completed": 1
}daz_set_render_quality
Set render quality preset before rendering.
Arguments:
preset(string): One of"draft","preview","good","final"
Preset | Typical time | Use case |
| 30s–2min | Quick composition check |
| 2–5min | Client review |
| 10–20min | High quality review |
| 30min–2hr | Final output |
Returns:
{
"preset": "draft",
"settings": {"Max Samples": 100, "Render Quality": 0.5}
}daz_render_batch
Submit a batch of render variants atomically — all validated before any render is queued, each independently cancellable.
Arguments:
variants(list): List of render specs. Each must includeoutput_path. Optional per-variant overrides:width,height,camera,engine,iray_samples,figure/figures,morphs.base(dict, optional): Default settings shared by all variants (overridden by matching keys in each variant).
Returns:
{
"request_ids": ["rnd-a1b2c3d4", "rnd-e5f6g7h8"],
"total": 2
}Example — product photography with expression variants:
daz_render_batch(
base={"figure": "Genesis 9", "width": 1920, "height": 1080},
variants=[
{"output_path": "C:/out/neutral.png", "morphs": {"Smile": 0.0}},
{"output_path": "C:/out/smile.png", "morphs": {"Smile": 1.0}},
{"output_path": "C:/out/serious.png", "morphs": {"Brow Down": 0.5}},
]
)Use daz_get_request_status / daz_get_request_result to monitor each request_id. Up to 100 variants per call.
Async workflow example:
# 1. Set quality and submit
daz_set_render_quality("final")
req = daz_render_async("/renders/final.png")
# 2. Poll status
while True:
status = daz_get_request_status(req["request_id"])
if status["status"] in ("completed", "failed", "cancelled"):
break
# come back later...
# 3. Or use wait=True in one step
result = daz_get_request_result(req["request_id"], wait=True, timeout_seconds=3600)daz_wait_for_scene_event
Block until a specific DAZ Studio scene event fires, using a Server-Sent Events (SSE) stream.
Arguments:
event_types(list[string]): One or more event types to wait fortimeout_seconds(int, default30): Max wait time before raising an error
Available event types:
render.started, render.finished, render.progress, scene.loaded, scene.saved, node.added, node.removed, node.renamed, selection.primary_changed, time.changed, playback.started, playback.stopped, light.added, light.removed, camera.added, camera.removed, skeleton.added, skeleton.removed
Returns:
{
"type": "render.finished",
"ts": "2026-01-01T12:00:05Z",
"data": {}
}Example:
# Fire a render then block until it finishes
daz_render_async("/renders/final.png")
event = daz_wait_for_scene_event(["render.finished"], timeout_seconds=3600)
# Wait for a scene load or save
daz_wait_for_scene_event(["scene.loaded", "scene.saved"], timeout_seconds=60)Note: Requires DazScriptServer to support the GET /scene/events SSE endpoint (available in DazScriptServer v2.5+).
🎬 Cinematic Director Workflow
The cinematic module (tools/cinematic.py) provides 22 high-level tools for professional scene creation. The tools below are a selection of the most commonly used ones; additional tools include daz_animate_camera_movement, daz_create_camera_path, daz_create_character_path, daz_arrange_characters, daz_choreograph_action, daz_setup_shot_coverage, daz_create_camera_rig, daz_animate_light, daz_create_light_sequence, daz_plan_shot, daz_create_storyboard, daz_set_focus_point, daz_animate_focus_pull, daz_time_expression, and daz_sync_character_beats.
daz_create_shot_sequence
Create multi-camera shot sequences for cinematic storytelling.
Automatically creates and positions multiple cameras with keyframe animations for standard cinematic sequences.
Arguments:
sequence_type(string): Type of sequence - "establishing-medium-closeup", "shot-reverse-shot", "orbit", "push-in"characters(list[string]): List of character labels (1-2 depending on sequence)duration(int, default 120): Total duration in frames
Sequence Types:
"establishing-medium-closeup"- Three cameras at different distances (wide → medium → close-up)"shot-reverse-shot"- Two over-shoulder cameras for conversation (requires 2 characters)"orbit"- Single animated camera orbiting 360° around subject"push-in"- Single animated camera dollying from wide to close-up
Returns:
{
"cameras": [
{"label": "Wide Shot", "position": {...}, "frameRange": {"start": 0, "end": 59}},
{"label": "Medium Shot", "position": {...}, "frameRange": {"start": 60, "end": 119}}
],
"totalFrames": 180,
"sequenceType": "establishing-medium-closeup",
"subject": "Genesis 9"
}Example:
# Establishing sequence
daz_create_shot_sequence("establishing-medium-closeup", ["Genesis 9"], duration=180)
# Conversation cameras
daz_create_shot_sequence("shot-reverse-shot", ["Alice", "Bob"], duration=240)
# 360° turntable
daz_create_shot_sequence("orbit", ["Genesis 9"], duration=300)daz_animate_conversation
Choreograph animated conversation between two characters with look-at and emotion keyframes.
Arguments:
char1_label(string): First character labelchar2_label(string): Second character labeldialogue_beats(list[dict]): List of dialogue beats, each containing:speaker(string): Who's speaking (char1 or char2)startFrame(int): Beat start frameendFrame(int): Beat end frameemotion(string): Emotion name - "happy", "sad", "angry", "surprised", "neutral"intensity(float, optional): Emotion intensity 0.0-1.0 (default: 0.7)
Returns:
{
"char1": "Alice",
"char2": "Bob",
"beatsApplied": [
{
"beat": 1,
"speaker": "Alice",
"frameRange": {"start": 0, "end": 60},
"emotion": "happy",
"actions": ["Applied happy emotion (3 morphs)", "Listener looks at speaker"]
}
],
"totalFrames": 180,
"beatCount": 3
}Example:
daz_animate_conversation(
"Alice",
"Bob",
[
{"speaker": "Alice", "startFrame": 0, "endFrame": 60, "emotion": "happy"},
{"speaker": "Bob", "startFrame": 60, "endFrame": 120, "emotion": "surprised"},
{"speaker": "Alice", "startFrame": 120, "endFrame": 180, "emotion": "neutral"}
]
)Features:
Listener automatically looks at speaker during dialogue beat
Emotion morphs applied at beat start
Head/neck rotation for natural look-at behavior
Compatible with shot-reverse-shot camera sequences
daz_create_scene
Generate complete scene from natural language description.
Automatically creates lighting, cameras, and character positioning based on text description using template-based keyword matching.
Arguments:
description(string): Natural language scene descriptioncharacters(list[string], optional): Character labels already in scene
Supported Scene Types:
"dining" / "dinner" / "meal" - Dining scene with characters facing across table
"interview" / "meeting" / "business" - Interview setup with professional lighting
"portrait" / "headshot" / "photo" - Portrait photography with three-point lighting
"conversation" / "talking" / "chat" - Conversation scene with shot-reverse-shot cameras
Generic - Default three-point lighting for unrecognized descriptions
Returns:
{
"sceneType": "dining",
"description": "romantic dinner for two",
"charactersUsed": 2,
"actions": [
"Scene type: Dining/meal scene",
"Positioned characters facing each other across table distance",
"Applied warm romantic lighting"
],
"cameras": [
{"label": "Wide Shot", "type": "wide", "purpose": "Establishing shot of dining scene"},
{"label": "Over Shoulder 1", "type": "over-shoulder", "purpose": "Conversation angle"}
],
"suggestions": [
"Add table prop for dining scene",
"Add plates, glasses, or food props for realism",
"Consider adding candles for romantic dinner mood"
]
}Example:
# Romantic dinner
daz_create_scene("romantic dinner for two", ["Alice", "Bob"])
# Job interview
daz_create_scene("job interview", ["Interviewer", "Candidate"])
# Professional portrait
daz_create_scene("professional portrait", ["Genesis 9"])What Gets Created:
Scene-appropriate lighting (2-3 spot lights)
Character positioning based on scene type
Multiple cameras at strategic angles
Environment mode set to Scene Only
Actionable suggestions for enhancement
daz_start_recording
Start recording a macro to capture sequence of operations.
Arguments:
macro_name(string): Unique macro name (1-64 chars, letters/digits/hyphens/underscores)description(string, optional): Macro description
Returns:
{
"success": true,
"macro_name": "portrait_setup",
"description": "Standard portrait lighting and framing",
"started_at": "2026-04-10T15:30:00",
"message": "Recording macro 'portrait_setup'. Call daz_stop_recording() when done."
}Example:
# Start recording
daz_start_recording("portrait_setup", "Standard portrait workflow")
# Perform operations (these will be recorded)
daz_apply_lighting_preset("three-point", "Genesis 9")
daz_frame_shot("Camera 1", "Genesis 9", "medium-close-up")
# Stop and save
daz_stop_recording()daz_stop_recording
Stop recording current macro and save to library.
Returns:
{
"success": true,
"macro_name": "portrait_setup",
"operation_count": 2,
"saved_at": "2026-04-10T15:31:00",
"message": "Macro 'portrait_setup' saved with 2 operations."
}daz_replay_macro
Replay a saved macro with optional parameter substitution.
Arguments:
macro_name(string): Name of macro to replayparameters(dict, optional): Parameter values for substitution
Returns:
{
"success": true,
"macro_name": "portrait_setup",
"results": [],
"successful_count": 2,
"failed_count": 0
}Example:
# Replay for different character
daz_replay_macro("portrait_setup", parameters={"subject": "Alice"})Note: Parameter substitution not yet implemented in Phase 1 - placeholder for future.
daz_list_macros
List all saved macros in the library.
Returns:
{
"macros": [
{
"name": "portrait_setup",
"description": "Standard portrait workflow",
"operation_count": 2,
"saved_at": "2026-04-10T15:31:00"
}
],
"count": 1
}Note: Macros are session-only (lost when MCP server restarts).
🎨 Material Tools
daz_list_materials
List all materials (surfaces) on a node.
Arguments:
node_label(string): Node display label or internal name
Returns: {"materials": [{"name": "Skin", "index": 0}, ...], "count": N}
daz_get_material
Get all properties of a single material on a node.
Arguments:
node_label(string): Node display labelmaterial_name(string): Material/surface name
Returns: {"node": "...", "material": "Skin", "properties": {"Diffuse Color": ..., "Glossy Reflectivity": ...}}
daz_set_material_property
Set a property on a material surface.
Arguments:
node_label(string): Node display labelmaterial_name(string): Material/surface nameproperty_name(string): Property name (e.g., "Diffuse Color", "Glossy Reflectivity")value: New value (number, color string, or boolean)
daz_apply_material_preset
Apply a material preset .duf file to a node.
Arguments:
node_label(string): Node to apply preset topreset_path(string): Absolute path to preset.duffile
daz_copy_material
Copy a material from one node to another.
Arguments:
source_label(string): Source nodesource_material(string): Source material nametarget_label(string): Target nodetarget_material(string, optional): Target material name (defaults to same as source)
👗 Wardrobe & dForce Tools
daz_list_fitted_items
List all clothing/hair items fitted to a figure.
Arguments:
figure_label(string): Figure to inspect
Returns: {"figure": "...", "fittedItems": [{"label": "...", "type": "..."}], "count": N}
daz_fit_clothing
Fit a clothing item to a figure (auto-follow skeleton).
Arguments:
clothing_label(string): Clothing node to fitfigure_label(string): Target figure
daz_unfit_item
Unfit a clothing/hair item from its figure.
Arguments:
item_label(string): Item to unfit
daz_run_dforce_simulation
Run dForce cloth simulation on a node.
Arguments:
node_label(string): Node to simulate (ornullfor all dForce items)start_frame(int, optional): Start frameend_frame(int, optional): End frame
daz_bake_simulation
Bake dForce simulation results to static geometry.
Arguments:
node_label(string, optional): Node to bake (ornullfor all)
daz_set_dforce_property
Set a dForce simulation property on a node.
Arguments:
node_label(string): Node with dForce modifierproperty_name(string): dForce property namevalue(float): New value
daz_get_figure_info
Get detailed information about a figure (generation, fitted items, bone count).
Arguments:
figure_label(string): Figure to inspect
daz_set_subdivision
Set subdivision level on a node.
Arguments:
node_label(string): Node to modifylevel(int): Subdivision level (0=base, 1=one level, etc.)
daz_export_fbx
Export a node (or full scene) to FBX format.
Arguments:
node_label(string, optional): Node to export (ornullfor scene)output_path(string): Absolute path for output.fbxfile
daz_export_obj
Export a node to OBJ format.
Arguments:
node_label(string, optional): Node to export (ornullfor scene)output_path(string): Absolute path for output.objfile
🌿 New Character & Lighting Tools (v0.4.0)
daz_set_body_language
Apply full-body posture language to a character (beyond facial expressions).
Arguments:
character_label(string): Character to posestance(string): Body language archetype (e.g.,"confident","defeated","alert","relaxed")intensity(float, default0.7): Intensity 0.0–1.0
daz_direct_gaze
Control where a character's eyes are directed at the sub-expression level.
Arguments:
character_label(string): Characterdirection(string): Gaze direction (e.g.,"camera","up","down","left","right","away")intensity(float, default1.0): Intensity 0.0–1.0
daz_set_mood_lighting
Apply a mood-based lighting setup (emotional/atmospheric presets).
Arguments:
mood(string): Lighting mood (e.g.,"romantic","tense","hopeful","melancholy","dramatic")subject_label(string): Primary subject to light
daz_apply_time_of_day
Configure scene lighting to simulate a time-of-day atmosphere.
Arguments:
time_of_day(string): Time preset (e.g.,"dawn","morning","noon","golden-hour","dusk","night")subject_label(string): Primary subject in the scene
daz_auto_improve_scene
Automatically detect and fix common scene quality issues (lighting gaps, camera positioning, intersections).
Returns: {"improvements": [...], "score_before": N, "score_after": N}
daz_suggest_next_action
Suggest the next logical action based on current scene state.
Returns: {"suggestions": [{"action": "...", "reason": "...", "tool": "..."}]}
daz_get_performance_stats
Get MCP server performance metrics (request counts, latencies, tool call frequencies).
daz_explain_last_error
Get a human-readable explanation of the last error with suggested fixes.
daz_check_compatibility
Check if a content asset is compatible with a figure.
Arguments:
asset_path(string): Absolute path to.dufassetfigure_label(string): Figure to check compatibility against
✏️ Modification Tools
daz_set_property
Set a numeric property on a scene node.
Arguments:
node_label(string): Node display label or internal nameproperty_name(string): Property display label or internal namevalue(float): New value
Returns:
{
"node": "Genesis 9",
"property": "X Translate",
"value": 50.0
}Units:
Translation: centimeters
Rotation: degrees
Morphs: typically 0-1 or percentage
Use when: Moving nodes, adjusting morphs, or changing any numeric property.
Example:
daz_set_property(node_label="Genesis 9", property_name="X Translate", value=100.0)daz_load_file
Load a DAZ Studio file into the scene.
Arguments:
file_path(string): Absolute path to file (.duf,.daz,.obj,.fbx, etc.)merge(bool, defaultTrue): If true, merge into scene; if false, replace scene
Returns:
{
"success": true,
"file": "/path/to/character.duf"
}Use when: Loading characters, props, scenes, or any content files.
Example:
daz_load_file(file_path="/Library/Genesis 9/Character.duf", merge=True)daz_save_scene
Save the current DAZ Studio scene to disk.
Arguments:
file_path(string, optional): Absolute path for Save As. If omitted, saves to the scene's current filename (equivalent to Ctrl+S).
Returns: {"saved": true, "file_path": "/path/to/scene.duf"}
Note: If the scene has never been saved and no file_path is given, provide an explicit path to avoid DAZ opening a dialog.
daz_save_scene_copy
Save a copy of the current scene to a new path without changing the scene's active filename.
Arguments:
path(string): Absolute destination path
Returns: {"ok": true, "path": "/path/to/copy.duf", "source": "/path/to/original.duf", "method": "file-copy"}
Example:
daz_save_scene_copy("C:/backups/hero_v02.duf")Note: Use this for backups and snapshots. Use daz_save_scene when you actually want to switch to a new file.
daz_delete_node
Remove a node and its children from the scene.
Arguments:
node_label(string): Display label or internal name of the node to delete
Returns: {"deleted": "Key Light", "child_count": 0}
Note: Destructive — cannot be undone without reloading from file. Save the scene first with daz_save_scene if you need a recovery point.
daz_set_render_output
Configure render output path and/or image dimensions.
Arguments:
output_path(string, optional): Absolute path for the rendered image (e.g."C:/renders/hero_shot.png")width(int, optional): Render image width in pixelsheight(int, optional): Render image height in pixels
At least one argument must be provided.
Returns: {"changed": ["outputPath", "width", "height"], "current": {...}}
Example:
daz_set_render_output(output_path="C:/renders/scene01.png", width=1920, height=1080)🎬 Rendering Tools
daz_render
Trigger a render using current DAZ Studio render settings.
Arguments:
output_path(string, optional): Absolute path for output image (e.g.,"C:/renders/output.png")
Returns:
{
"success": true
}Notes:
Uses DAZ Studio's currently configured render settings (dimensions, quality, engine)
Blocks until render completes (increase
DAZ_TIMEOUTfor long renders)If
output_pathis omitted, uses DAZ Studio's configured output path
Use when: Rendering the current scene setup.
🎭 Multi-Character Interaction Tools
daz_look_at_point
Make character look at a world-space point with cascading body involvement.
Arguments:
character_label(string): Character display label or internal nametarget_x(float): World X coordinate (cm) to look attarget_y(float): World Y coordinate (cm) to look attarget_z(float): World Z coordinate (cm) to look atmode(string, default"head"): How much body to involve"eyes"- Only rotate eyes"head"- Eyes + head rotation"neck"- Eyes + head + neck"torso"- Eyes + head + neck + chest"full"- Complete body rotation including hip
Returns:
{
"success": true,
"character": "Genesis 9",
"mode": "head",
"rotatedBones": ["lEye", "rEye", "head"]
}Use when: Making a character look at a specific point in 3D space with natural body movement.
Example:
# Look at point in front at eye level
daz_look_at_point("Genesis 9", 0, 160, 200, mode="head")
# Full body turn to look behind
daz_look_at_point("Genesis 9", 0, 140, -150, mode="full")daz_look_at_character
Make one character look at another character's face.
Arguments:
source_label(string): Character who will looktarget_label(string): Character to look atmode(string, default"head"): Body involvement level (same options asdaz_look_at_point)
Returns:
{
"success": true,
"source": "Alice",
"target": "Bob",
"mode": "head",
"targetPosition": {"x": 50, "y": 163, "z": 0},
"rotatedBones": ["lEye", "rEye", "head"]
}Use when: Creating eye contact or attention between characters.
Example:
# Alice looks at Bob
daz_look_at_character("Alice", "Bob", mode="head")
# Bob turns whole body to face Alice
daz_look_at_character("Bob", "Alice", mode="full")daz_reach_toward
Position character's arm to reach toward a world-space point using pseudo-IK.
Arguments:
character_label(string): Character display label or internal nameside(string): Which arm:"left"or"right"target_x(float): World X coordinate (cm) to reach towardtarget_y(float): World Y coordinate (cm) to reach towardtarget_z(float): World Z coordinate (cm) to reach toward
Returns:
{
"success": true,
"character": "Genesis 9",
"side": "right",
"targetDistance": 45.3,
"bones": ["right shoulder", "right forearm", "right hand"]
}Use when: Positioning hands to grasp objects, point at things, or reach toward targets.
Example:
# Reach right hand toward object at chest height
daz_reach_toward("Genesis 9", "right", 50, 130, 80)
# Reach left hand toward object on left side
daz_reach_toward("Genesis 9", "left", -60, 100, 50)Note: Uses simplified IK approximation. For precise hand positioning, load artist-created pose presets.
daz_interactive_pose
Coordinate two characters for interactive poses.
Arguments:
char1_label(string): First character display labelchar2_label(string): Second character display labelinteraction_type(string, default"face-each-other"): Type of interaction"face-each-other"- Position and rotate to face each other"hug"- Both characters hug with arms around each other"shoulder-arm"- Char1 puts arm around char2's shoulders"handshake"- Both extend right hands for handshake
distance(float, optional): Spacing between characters in cm
Returns:
{
"success": true,
"char1": "Alice",
"char2": "Bob",
"interactionType": "hug",
"applied": ["facing", "hug arms"]
}Use when: Creating common two-character interactions quickly.
Example:
# Position characters facing each other at conversation distance
daz_interactive_pose("Alice", "Bob", "face-each-other", distance=120)
# Create tight hug
daz_interactive_pose("Alice", "Bob", "hug", distance=30)
# Bob puts arm around Alice's shoulders
daz_interactive_pose("Bob", "Alice", "shoulder-arm")Note: These are simplified interaction poses. Fine-tune positions afterward using daz_set_property.
daz_reset_pose
Zero all bone rotations on a figure, returning it to its rest pose.
Arguments:
node_label(string): Figure to resetzero_transforms(bool, defaultFalse): If True, also zero the root XYZ translation and reset Scale to 1.0
Returns: {"node": "Genesis 9", "bones_reset": 127, "transforms_zeroed": false}
Note: Does not affect morph values or animation keyframes.
daz_save_pose
Capture all bone rotations from a figure and save to a portable JSON pose file.
Arguments:
figure_label(string): Source figurepose_name(string): Human-readable name stored in the fileoutput_path(string): Absolute path for the.jsonoutput file
Returns: {"success": true, "bone_count": 127, "file": "/path/to/pose.json"}
Example:
daz_save_pose("Genesis 9", "Hero Idle", "C:/poses/hero_idle.json")daz_load_pose
Apply a saved pose file to a figure.
Arguments:
figure_label(string): Target figurepose_path(string): Absolute path to the.jsonpose filebone_group(string, default"full"): Filter which bones to apply —"full","arms_only","legs_only", or"spine"
Returns: {"success": true, "bones_applied": 127, "bones_skipped": 0}
Example:
# Apply full pose
daz_load_pose("Genesis 9", "C:/poses/hero_idle.json")
# Apply only the arms from a pose to a different character
daz_load_pose("Alice", "C:/poses/reaching.json", bone_group="arms_only")🔧 Low-Level Tools
daz_execute
Execute arbitrary inline DazScript code.
Arguments:
script(string): DazScript (JavaScript) source codeargs(dict, optional): JSON object accessible in script asargsvariable
Returns:
{
"success": true,
"result": 42,
"output": ["line from print()"],
"error": null,
"request_id": "a3f2b891"
}Script Requirements:
Wrap returning scripts in IIFE:
(function(){ return 42; })()Global objects available:
Scene,App,MainWindowAccess args via:
var value = args.myKey;
Use when: You need fine-grained control or operations not covered by high-level tools.
Example:
script = "(function(){ return Scene.getNumNodes(); })()"daz_execute_file
Execute a DazScript file from disk.
Arguments:
script_file(string): Absolute path to.dsaor.dsfileargs(dict, optional): JSON object accessible asargsin the script
Returns: Same format as daz_execute
Use when: Running complex scripts stored in files, especially scripts that use include() or getScriptFileName().
Features
🚀 Script Registry
High-level tools (daz_scene_info, daz_get_node, etc.) use the DazScriptServer script registry:
Scripts are registered once at startup via
_registry.pySubsequent calls execute by ID (no retransmission)
Auto-reregistration on 404 (when DAZ Studio restarts)
🔄 Automatic Reconnection
If DAZ Studio restarts and clears the session registry, the server automatically detects 404 responses, re-registers all scripts, and retries the operation.
🛡️ Error Handling
Connection failures → Clear error messages ("Ensure DAZ Studio is running...")
Timeouts → Actionable guidance (increase
DAZ_TIMEOUT)Authentication failures → Token file location in error message
Script errors → Full error details with line numbers and captured output
🏗️ Modular Architecture (v0.4.0)
The server was refactored from a single 15,000-line server.py into 13 focused tool modules under tools/. A shared _mcp.py holds the FastMCP instance and all execute helpers, avoiding circular imports. Import-time side effects register all @mcp.tool() decorators when tools/__init__.py is imported.
🎬 Cinematic Director Workflow
22 high-level cinematic tools for professional scene creation:
Scene Generation: Create complete scenes from natural language (5 templates: dining, interview, portrait, conversation, generic)
Shot Sequences: Multi-camera cinematography (establishing shots, shot-reverse-shot, orbit, push-in)
Camera Animation: Dolly, push-in, orbit paths with keyframe control
Conversation Choreography: Automated dialogue animation with look-at behavior and emotion timing
Lighting Animation: Animated light sequences, mood lighting, time-of-day
Shot Planning: Storyboard creation, shot coverage, focus/DOF control
Macro System: Record and replay operation sequences for workflow automation (session-based)
Usage Examples
Example 1: Check Status
# In Claude Desktop, just ask:
"Check if DAZ Studio is running"
# Claude will use daz_status and report backExample 2: Load and Position Character
1. Load Genesis 9 from /Library/Genesis 9/Genesis9.duf
2. Move it 100cm to the right
3. Get the current scene infoClaude will:
Call
daz_load_file(file_path="/Library/Genesis 9/Genesis9.duf", merge=True)Call
daz_set_property(node_label="Genesis 9", property_name="X Translate", value=100.0)Call
daz_scene_info()and report the results
Example 3: Custom Lighting Setup
Execute this DazScript to create a three-point light setup:
- Key light at (200, 200, 200) pointing at origin
- Fill light at (-100, 150, 150) pointing at origin
- Rim light at (0, 180, -200) pointing at originClaude will use daz_execute with the appropriate DazScript code.
Example 4: Batch Rendering
Render the current scene to these output paths:
- C:/renders/front.png
- C:/renders/side.png
- C:/renders/back.png
Between each render, rotate the character 90 degrees.Claude will loop through, adjusting rotation and calling daz_render for each output.
Example 5: Generate Complete Scene (Phase 4)
Create a romantic dinner scene with Alice and BobClaude will:
Call
daz_create_scene("romantic dinner for two", ["Alice", "Bob"])Positions characters facing each other
Creates warm romantic lighting (2 spot lights)
Creates wide shot and over-shoulder cameras
Returns suggestions: add table, plates, candles
Report the created cameras and lighting setup
Suggest next steps based on the suggestions
Example 6: Animated Conversation (Phase 4)
Create an animated conversation between Alice and Bob:
- Alice speaks happily from frame 0-60
- Bob responds with surprise from 60-120
- Alice concludes neutrally from 120-180Claude will:
Call
daz_animate_conversation("Alice", "Bob", [...dialogue beats...])Sets up look-at behavior (listener looks at speaker)
Applies emotion morphs at beat boundaries
Animates head/neck rotation for natural movement
Call
daz_create_shot_sequence("shot-reverse-shot", ["Alice", "Bob"], 180)Creates over-shoulder cameras for conversation
Report the animation setup and suggest render workflow
Troubleshooting
"Cannot connect to DAZ Studio"
Cause: DazScriptServer plugin is not running or not listening on the expected port.
Solutions:
Open DAZ Studio
Go to Window → Panes → Daz Script Server
Click Start Server
Verify it's running on port 18811 (or update
DAZ_PORTenv var)
"Authentication failed (HTTP 401)"
Cause: API token is missing or incorrect.
Solutions:
Check DazScriptServer UI shows authentication is enabled
Verify token file exists:
~/.daz3d/dazscriptserver_token.txtCopy token exactly from DazScriptServer UI
Set
DAZ_API_TOKENenvironment variable if using custom location
"Request timed out after 30s"
Cause: Script or render took longer than the timeout.
Solutions:
Increase timeout:
export DAZ_TIMEOUT=120.0Update Claude Desktop config with larger timeout in
envsectionRestart Claude Desktop after config change
"Script execution failed" or "Node not found"
Cause: DazScript error (syntax, missing node, wrong property name).
Solutions:
Check the error message for line numbers and details
Verify node labels match exactly (case-sensitive)
Use
daz_get_nodeto discover available property namesTest scripts manually in DAZ Studio Script IDE first
Development
Running Tests
# Run all tests
uv run pytest tests/ -v
# Run specific test
uv run pytest tests/test_server.py::test_daz_status_ok -vProject Structure
vangard-daz-mcp/
├── src/vangard_daz_mcp/
│ ├── server.py # Entry point: imports _mcp and tools package
│ ├── _mcp.py # Shared FastMCP instance, lifespan, execute helpers
│ ├── _client.py # httpx client singleton + env config
│ ├── _errors.py # Error handling helpers
│ ├── _registry.py # Script pre-registration at startup
│ ├── dazscript_docs.json # DazScript documentation (daz_script_help)
│ └── tools/
│ ├── __init__.py # Imports all 13 modules (registers @mcp.tool decorators)
│ ├── spatial.py # World position, bounding box, distance, layout (7 tools)
│ ├── transform.py # Node properties, batch ops, visibility, selection (7 tools)
│ ├── scene.py # Load/save, hierarchy, checkpoints (11 tools)
│ ├── figure.py # Posing, look-at, IK, interaction, pose library (7 tools)
│ ├── morph.py # Morphs, emotions, body language, gaze (6 tools)
│ ├── camera_light.py # Cameras, lights, presets, mood/time-of-day (15 tools)
│ ├── render.py # Sync/async render, batch, animation export (16 tools)
│ ├── animation.py # Keyframes, timeline, frame range (7 tools)
│ ├── material.py # Materials: list, get, set, presets, copy (5 tools)
│ ├── utility.py # Status, execute, docs, validate, macros (18 tools)
│ ├── content.py # Content browser, search, compatibility (6 tools)
│ ├── cinematic.py # Shot sequences, camera paths, storyboard (22 tools)
│ └── wardrobe.py # Clothing, dForce, subdivision, export (10 tools)
├── tests/
│ └── test_server.py # Test suite with respx mocks
├── pyproject.toml # Project config (version, dependencies)
├── ASYNC_OPERATIONS.md # Design doc for async rendering system
├── IMPLEMENTATION_PLAN.md # Phased feature roadmap
└── README.mdArchitecture
FastMCP 3.x server with stdio transport (137 tools registered)
Modular tool package: 13 focused modules under
tools/;@mcp.tool()decorators fire at import time via the sharedmcpinstance from_mcp.py, avoiding circular imports withserver.pyhttpx.AsyncClient for HTTP requests to DazScriptServer; managed in
_client.pysingletondazpy SDK (installed from PyPI as
dazpy>=2.6.0): synchronous Python SDK; all dazpy calls wrapped inasyncio.to_threadviarun_dazpy()Script registry (
_registry.py): high-level tool scripts pre-registered at startup, executed by ID; auto-re-registered on 404 when DAZ Studio restartslifespan context manages httpx client initialization and cleanup
Requirements
Python: 3.11+
Dependencies:
fastmcp>=2.0- MCP server frameworkhttpx>=0.27- Async HTTP clientdazpy>=2.6.0- Synchronous Python SDK for DazScriptServer (installed from PyPI)
Dev Dependencies:
pytest>=8.0pytest-asyncio>=0.24respx>=0.21- HTTP mocking for tests
Limitations
DAZ Studio must be running locally (no remote DAZ Studio support); compatible with DAZ Studio 4.5+ and 6.25+
DazScriptServer plugin must be installed and active — ensure you install the version matching your DAZ Studio installation
All scene operations execute on DAZ Studio's main thread — operations are serialized even with async tools
While a render is running, no other scene operations can execute (scene is locked)
Scene checkpoints are in-memory only and lost if the MCP server restarts
No support for binary data (rendered images must be saved to disk, not returned directly)
Related Projects
DazScriptServer: https://github.com/bluemoonfoundry/daz-script-server
The HTTP plugin this server wraps
Required prerequisite
Model Context Protocol: https://modelcontextprotocol.io
Specification this server implements
FastMCP: https://github.com/jlowin/fastmcp
Framework used to build this server
Contributing
Contributions welcome! Areas for improvement:
Support for binary data (screenshot capture, returning rendered images directly)
Integration tests with a real DAZ Studio instance
More DazScript documentation topics in
dazscript_docs.jsonAdditional lighting presets and emotion definitions
Remote DAZ Studio support (connect to DAZ Studio on a different machine)
License
This project is provided as-is for use with DAZ Studio.
Author: Blue Moon Foundry
For questions or issues, please open an issue on GitHub.
Maintenance
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