maya-pipeline
From the author
Domain skill — Maya asset pipeline orchestration: set up project directory structures, export scenes to USD, and coordinate multi-step DCC workflows. Use when initialising a Maya project or exporting assets for a downstream pipeline. Not for raw geometry editing — use maya-geometry for that. Not for low-level USD file inspection — use usd-tools for that.
Install
npx skills add dcc-mcp/dcc-mcp-core --skill maya-pipeline -a claude-code
Installs to .claude/skills/maya-pipeline/ · Each command fetches the skill straight from GitHub with the open skills CLI.
Byte-identical to the scanned commit, with the repository’s licence and a SOURCE.txt.
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Why 76
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Similar skills
Closest to this one by what they do and when they are used.
- usd-toolsdcc-mcp/dcc-mcp-coreInfrastructure skill — low-level OpenUSD scene inspection and validation: read layer stacks, traverse prims, validate USD schemas. Use when working directly with raw USD files (usda, usdc, usdz) or verifying USD compliance. Not for Maya-specific USD export — use maya-pipeline__export_usd for that. Not for full DCC pipeline workflows — use a domain pipeline skill instead.DevOps★ 70
- maya-geometrydcc-mcp/dcc-mcp-coreDomain skill — Maya geometry primitives: create spheres, cubes, cylinders; bevel, extrude, and merge polygon components. Use for individual geometry creation or editing operations inside Maya. Not for full asset export pipelines — use maya-pipeline for that. Not for USD scene inspection — use usd-tools for that.Writing★ 70
- workflowdcc-mcp/dcc-mcp-coreInfrastructure skill — multi-step action orchestration: run a sequence of MCP tools in order, passing results between steps. Use when chaining two or more tools into a repeatable pipeline (select → rename → validate → export). Not for single-tool operations or DCC-specific business logic — use a domain skill for those.Productivity★ 70
- scenario-maya-pipeline-scriptingscenario-labs/skillsUse when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.Media★ 1.1K
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