3dsmax-mcp
Provides tools to interact with Autodesk 3ds Max for scene management, object creation, materials, modifiers, animation, viewport capture, and plugin introspection via natural language.
Click on "Deploy 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., "@3dsmax-mcpcreate a teapot at the origin"
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.
3dsmax-mcp
Connect AI agents to Autodesk 3ds Max through the Model Context Protocol.
Automate everything!
Current release: 1.7.1 — see CHANGELOG.md.
Features
160 MCP tools — For scene reads, modeling, materials, modifiers, controllers, viewport capture, procedural graphs, and plugin workflows.
Native Bridge — only 2023-2027 versions.
Introspection — discover arbitrary Max classes for all kinds of automation and scripting purposes.
Bundled agent skill — There is a bundled maxscript documentation if you want to create your own tools.
FStorm materials and lights —
FStorm/FStormPBRtexture import, palette laydown and smart import; create and edit plane/disc/sphere lights and suns with native solar controls. See support and validation.
Related MCP server: 3dsmax-mcp
Requirements
Windows and Autodesk 3ds Max 2023–2027
An MCP client, such as Claude Desktop, Codex or Cursor
Quick start
Close 3ds Max and fully exit your AI clients.
Run
3dsmax-mcp-1.7.1-Setup.exeand select your clients.Open 3ds Max and restart your AI client.
The installer includes Python, dependencies, native bridges and agent skills. To update, close Max and your clients, then run the new installer.
Requires Python 3.12+, uv and Git. Close Max and your AI clients before installing.
git clone https://github.com/cl0nazepamm/3dsmax-mcp.git
cd 3dsmax-mcp
uv sync
uv run python install.pyUse the default Full tool profile. To update, run git pull, uv sync, then
uv run python install.py again.
See Advanced configuration for manual client setup and tool profiles.
Some ideas for you
Modeling
Build editable meshes from a reference
Create polygon cages, sweeps, and lofts, then refine their components and check topology.
Tools: create_mesh, curve_model, loft_mesh, mesh_edit, geometry_qa
Materials
Turn texture folders into a palette
Preview textures or build PBR sets in the Material Editor, with filters and library overflow.
Tool: palette_laydown
Save your material scratchpad
Back up Material Editor slots and the current material library to reusable .mat files.
Tools: get_material_library, backup_material_library
Create custom materials and textures
Wire PBR texture sets, tune material properties, or write procedural OSL textures.
Tools: create_material_from_textures, assign_material, set_material_properties, create_texture_map, write_osl_shader
Make material variants
Clone a material graph, remap its textures, and replace materials across the scene.
Tools: inspect_material_network, replicate_material, batch_replace_materials
Asset workflows
Browse an asset library in your scene
Batch-import a folder into a grid, filter LODs, and assign matching PBR textures.
Tool: smart_import
Reuse objects from old scenes
Search .max files, inspect their contents, and merge just the objects you need.
Tools: search_max_files, batch_file_info, inspect_max_file, merge_from_file
Move assets between applications
Import mesh, CAD, USD, and glTF assets through installed importers. Export through MAXScript and installed exporters, with separate render/export materials where needed.
Tools: smart_import, execute_maxscript, create_shell_material, manage_scene
Custom tools
Build your own tools
Automate repetitive work with MAXScript, or build procedural geometry and modifiers with Max Creation Graph (MCG). Explore installed classes through introspection and build, compile, and test graphs with the mcg_* tools.
Tools
Bridge & session
Tool | Description |
| Ping the MCP bridge when diagnosing connection errors |
| Bundle bridge status, capabilities, scene summary, and selection in one call |
| Max version, renderers, installed plugins, and class counts |
Scene state & transactions
Tool | Description |
| Unified reads: |
| Resolve names, handles, or hierarchy paths to canonical, cross-checked NodeRefs |
| Scan scene-graph hygiene and apply explicit safe naming repairs; never analyzes meshes |
| Preflight and atomically apply up to 256 mechanical node edits in one native undo step |
| Recursive child tree for an object |
| All instances sharing the same base object |
| Reference graph via dependents / dependent nodes |
Objects
Tool | Description |
| Create geometry with spatial placement feedback |
| Delete objects by name |
| Compact properties for one object |
| Set a single object property |
| Move, rotate, and/or scale by offset |
| Pivot, bbox, local axes, and world matrix for rigging and placement |
| Copy, instance, or reference clones |
| Parent or unparent objects |
| Change the current selection |
| Show, hide, freeze, or unfreeze |
| Rename many objects in one call |
Modifiers
Tool | Description |
| Add a modifier to an object |
| Remove a modifier by name |
| Enable/disable with viewport/render granularity |
| Set a modifier parameter on one or many objects |
| Collapse the stack |
| De-instance a shared modifier |
| Compatibility alias for |
Modeling
Tool | Description |
| Named curves, rounded profiles, sweeps and quad lofts with controls saved in the scene |
| Inspect, visually target and edit spline knots and handles with stale-token protection |
| Build editable polygon cages from explicit vertices and faces |
| Read cage geometry, label components and map image positions to edit targets |
| Undoable vertex, edge and face edits that preserve the modifier stack |
| Matched-section quad lofts with persistent numeric parameters |
| Check mesh boundaries, winding, degeneracy and connected components |
| Apply, inspect, retune, rename, or extract Boolean modifier operands; supports inline repeated cutters |
| Create, read, and edit spline shapes from explicit world-space points and knots |
| Read, move, set, or conform Editable Poly vertices in world space |
Materials & textures
Tool | Description |
| List materials assigned in the scene |
| Inspect |
| Save temporary/scratch material libraries to |
| Compact slot/property readback for a material |
| Semantic material graph, wired slots, texture manifest, health checks |
| Preview/apply structure-preserving material clone and texture remap |
| Create a material and assign it to objects |
| Set one property on an object's material |
| Set multiple material properties at once |
| Create or assign a Multi/Sub-Object slot |
| Create a texture map (stored as a MAXScript global) |
| Edit a texture map global |
| Build a fully wired PBR material from texture files |
| Wrap any render + export materials in Shell Material (dual pipeline) |
| Write OSL to disk and compile an OSLMap |
| Swap one material for another on all users |
| Batch material replacement |
| Fill Material Editor palette slots from a texture folder |
| Batch-import meshes from a folder with auto PBR assignment |
| Find compatible Cosmos models, materials and HDRIs |
| Download a Cosmos asset without importing it |
| Import a Cosmos asset through Corona or V-Ray |
Inspection
Tool | Description |
| Deep exploratory object summary |
| Deep property dump (`target="object" |
| API surface for OSLMap and shader classes |
| Full reference dependency walk |
| Analyze class usage patterns in the live scene |
| ParamBlock2 reference relationships between classes |
| Live event watcher for interactive sessions |
| Per-selection isolated viewport captures |
| Inspect or clean up callbacks and timers running on Max's main/UI thread |
Plugins & introspection
Tool | Description |
| Find plugin-related classes and entry points |
| Enumerate registered SDK classes |
| List classes for a plugin or superclass family |
| SDK schema v2: bounded metadata, exact bindings and enum sources; legacy reflection retained |
| Creation notes for a plugin class |
| SDK schema v2: live values, linked maps and guarded edit tokens |
| Atomic typed PB2 edits with readback and stale/shared/animation guards |
| Structured manifest (classes, workflows, gotchas) |
| Rebuild manifest from live runtime |
| SDK parameter descriptors and published interface metadata |
| Deep SDK introspection with live values |
MCP resources: resource://3dsmax-mcp/plugins/{name}/manifest|guide|recipes|gotchas
Lighting
Tool | Description |
| Installed renderer routes, emitter shapes, units and color policy |
| Semantic lights and environment graphs in one verified native transaction |
| Decode actual light settings and linked emission maps |
| Guarded color, output, size, enable and shadow edits |
Providers cover Corona, V-Ray, Octane and native photometric emitters. Query capabilities for the current renderer: shapes, units and environment routes differ. HDRI maps and existing procedural skies use the provider's dome or environment binding.
Controllers & animation
Tool | Description |
| Create and assign a controller to a sub-anim track |
| Inspect one controller track |
| Track View-style controller hierarchy |
| Edit script text or controller properties |
| Add a target to script/expression/constraint controllers |
| Timeline control; bounded delete/move/scale, bake/resample, tangent normalization, pose matching, and loops |
Parameter wiring
Tool | Description |
| Discover wireable sub-anims on an object |
| Connect parameters with a wire expression |
| List existing wire connections |
| Remove a wire |
Organization
Tool | Description |
| Create, delete, list, and configure layers; move/select objects |
| Create, ungroup, open, close, attach, detach groups |
| Named selection sets |
| Hold, fetch, reset, save, scene info |
| Undo the last 3ds Max scene operation |
Viewport & render
Tool | Description |
| Independent floating agent view, visual targeting and V-Ray preview controls |
| Position and frame the agent or user viewport |
| Capture the agent or user viewport as an image |
| Capture several views into one image, with agent-view restoration |
| Capture visible desktop pixels or crop to the V-Ray frame buffer |
| Render the current view |
| Arm/poll completion signals, request cancellation or capture a progressive render before cancelling |
External .max files
Tool | Description |
| Read metadata and object names without loading |
| Selective merge with duplicate handling |
| Scan a folder for objects matching a pattern |
| Parallel metadata from many |
Effects & state sets
Tool | Description |
| List atmospheric and render effects |
| Enable or disable an effect by index |
| Remove an effect by index |
| State Sets with camera assignments |
| Camera-assigned State Sets sorted by frame |
Data Channel
Tool | Description |
| Search the live version-specific operator catalog |
| List installed Data Channel presets |
| Append operators to a Data Channel modifier stack |
| Read the active stack in visible processing order |
| Edit one visible operator with rollback on failure |
| Delete, enable, disable, or safely reorder operators |
| Load a preset into the stack |
| Add executable MAXScript with explicit authorization |
Max Creation Graph
Tool | Description |
| Compiler, temporary workspace, templates, samples, and safety state |
| List temporary, installed, or bundled sample graphs |
| Normalize graph metadata, nodes, connections, and parameters |
| Search live typed operators and offline compound references |
| Fork a read-only source into the temporary workspace |
| Patch, compile, verify, checkpoint, and roll back transactionally |
| Validate and compile one temporary graph with diagnostics |
| Create, inspect, and remove a disposable generated instance |
| Resolve the exact generated modifier class descriptor |
| Compile and apply a typed MCG modifier safely |
| Verify graph identity and inspect a live MCG modifier |
| Retarget one supported scalar node parameter |
| Restore an opaque checkpoint with hash protection |
| Remove one graph family or the temporary MCG workspace |
| Explicitly refresh Max's global MCG operator depot |
tyFlow
Tool | Description |
| Available operator names for this install |
| Create tyFlow with events and operators |
| Presets: rain, snow, fountain, burst, debris |
| Deep flow/event/operator readback |
| Probe and cache the installed tyFlow operator surface by tyFlow version |
| Query the cached tyFlow operator manifest without touching Max |
| Read events, operators, properties, ledger edges, and wiring staleness |
| Apply a batch of tyFlow graph operations as one verified transaction |
| Connect or retarget a test/Send Out operator to an event |
| Disconnect an operator output and remove its ledger edge |
| Reconcile recorded graph wiring after external or visual edits |
| Count particles per event at probe frames with temporary instrumentation |
| Open and capture the tyFlow editor for visual wire inspection |
| Edit operator properties |
| Configure Shape operator |
| Object-level PhysX settings |
| Collision operator + collider list |
| Add an event |
| Wire Send Out destinations |
| Remove operator or event |
| Particle count at a frame |
| Particle data rows |
| Reset one or all tyFlow sims |
Work in progress — the Forest Pack and RailClone integrations below are early-stage and may be incomplete or change between releases. Everything listed above is stable.
Forest Pack (WIP)
Tool | Description |
| Create a Forest Pack scatter with surfaces and source geometry |
RailClone (WIP)
Tool | Description |
| Read style-editor bases, segments, and parameters |
Scripting & diagnostics
Tool | Description |
| Run MAXScript when no dedicated tool exists (respects safe mode) |
| Run Python with captured output, JSON results, tracebacks and undo rollback (requires safe mode off) |
| Call any registered tool from inside Max (testing) |
Skill & reference
The installer builds an agent skill from skills/3dsmax-mcp-dev/SKILL.md with tool-choice rules, material pipeline notes, and MAXScript reference files. Rebuild manually with python scripts/build_skill.py — see Advanced configuration.
Further reading
Advanced configuration — architecture, safe mode, tool profiles, native builds
CHANGELOG.md — release history
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Maintenance
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