{
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        "name": "3dsmax-mcp",
        "description": "Tool choices, workflows, and MAXScript pitfalls for controlling 3ds Max via MCP.",
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    "instructions": "name 3dsmax-mcp description Tool choices, workflows, and MAXScript pitfalls for controlling 3ds Max via MCP. 3ds Max MCP — Agent Guide Tool Profile Routing Full/core: Operational tools such as query_scene and create_object are advertised directly; call the matching tool by name. Progressive: If the advertised surface contains only list_toolsets , describe_toolset , and call_tool , never call an operational name as a top-level MCP tool. Choose the relevant capability with list_toolsets , load only that group with describe_toolset , then invoke the selected operation through call_tool(name=..., arguments=...) . Do not describe every toolset up front. Load only the group needed for the current request; if the exact operational tool and arguments are already known, call_tool can dispatch it directly. Principles: Match the user's request. Do not run setup, discovery, or scene analysis by habit. Do not call get_bridge_status or get_session_context as a session preamble. Prefer a dedicated MCP tool over raw MAXScript when a tool clearly matches the task. Do not render unless the user explicitly asks. Viewport capture is fine when visual proof is useful. Multiple Max instances: use MCP Claim This Max in the target window so tools hit the right session. Tool Choice Scene reads — use query_scene(action=...) : overview | filter | class | property | selection | delta get_instances / get_dependencies — instancing and reference graph resolve_node_refs — turn a name, handle, or absolute JSON-Pointer hierarchy path into a canonical handle/name/path identity; multiple selectors are cross-checked scene_qa(action=\"scan\") — deterministic naming, transform, hierarchy/group, and timeline checks only; it never analyzes meshes, UVs, topology, normals, skinning, or visual quality get_session_context — bridge + capabilities + overview + selection (on demand only) Object/material/plugin inspection: inspect_object , inspect_properties , get_material_slots , get_materials , get_material_library analyze_node_orientation — pivot, bbox, local axes, world matrix before rig/vehicle/camera transforms introspect_class , introspect_instance , introspect_osl , discover_plugin_classes , map_class_relationships — unfamiliar plugin APIs and exact param names Arnold materials such as ai_standard_surface may not appear in class discovery; inspect with inspect_plugin_class or introspect_osl Mutation: Use object, modifier, material, controller, organization, and viewport tools when they match. Use scene_patch for a preflighted batch of rename, relative transform, visibility/freeze/render flags, or parenting edits that must commit as one native undo step. Pass the mutation-only expected_scene_seq from resolve_node_refs when stale targeting matters; selection and sub-object selection do not invalidate it. Use scene_qa(action=\"fix\") only for its explicit deterministic naming fixes; preview with dry_run=true when the caller has not already approved the repair. Verify after meaningful edits with query_scene(action=delta) , re-inspection, or viewport capture. Debugging: walk_references — trace dependencies from a live object watch_scene — track user actions during an interactive session execute_maxscript — fallback only when no dedicated tool exists Scene Organization Layers — manage_layers : Actions: list , create , delete , set_current , set_properties , add_objects , select_objects Properties: hidden, frozen, renderable, color, boxMode, castShadows, rcvShadows, xRayMtl, backCull, rename, parent Groups — manage_groups : Actions: list , create , ungroup , open , close , attach , detach Named Selection Sets — manage_selection_sets : Actions: list , create , delete , select , replace Tool Reference Scene reads query_scene resolve_node_refs scene_qa get_hierarchy get_instances get_dependencies Atomic scene edits scene_patch — accepts NodeRefs ( handle , name , or JSON-Pointer path ), validates every operation before editing, rejects hierarchy/name conflicts, supports mutation-only stale-sequence guards and dry-run, and rolls back the whole native hold on apply failure; activity-only selection events remain observable without blocking writes Node handles are stable only within the current loaded scene/session. Cross-check a cached handle with name and/or path , and refresh after a scene reset/load. Objects get_object_properties analyze_node_orientation set_object_property create_object delete_objects transform_object select_objects set_visibility clone_objects set_parent batch_rename_objects Modifiers add_modifier remove_modifier set_modifier_state set_modifier_property collapse_modifier_stack make_modifier_unique Modeling curve_model — named local-plane curves, rounded profiles, tangent arcs, sweeps and resampled quad lofts with saved numeric controls. preview checks locally; create saves the recipe on one editable node; read / update use a model token to preserve placement and modifiers. Read curve-construction.md for recipes, supported operations and limits. inspect_curve / edit_curve — world knot/handle readback, sampled curve QA, labeled AGENT VIEWPORT capture and image targeting; atomic base edits guarded by curve_token . Re-inspect after topology changes. See curve-construction.md . create_mesh — explicit world-space vertices and 1-based polygon faces, preserving quads/n-gons. Compute curved panels, lofted sections, and furniture geometry in Python, then send the arrays to Max. loft_mesh — matched cross sections become a quad cage with optional caps or closed path. Coordinates can use arithmetic expressions of named parameters, such as width or backrest_curvature . The definition persists on the mesh in the .max file. read returns compact controls ( include_definition=true for sections); update changes parameters while preserving placement, subdivision, and cage IDs. Manual cage edits or instanced bases block parameter updates. Keep profile ordering consistent; no automatic resampling. inspect_mesh — base-cage vertex/edge/face IDs, centers, normals, mesh token, and optional labeled viewport capture. Omit the target for the one selected mesh. Filter by IDs, current selection, world bounds/proximity, face normal, open borders, or sharp edges. pick_component — normalized image x/y plus the capture's expected_view finds editable vertex/edge/face candidates. Defaults to the hit node; pass name/handle for silhouettes. It favors correspondence to the visible surface within screen tolerance. Inspect ambiguity and surface evidence, then pass the returned mesh_token to mesh_edit(expected_mesh=...) . Subdivision can separate the visible surface from its cage; proximity does not prove visibility. mesh_edit — batch select/move/scale/extrude/inset/bevel/chamfer/connect/bridge/delete/cap/relax in one undo step. Pass the inspected expected_mesh token when reusing IDs. Omitted component filters use the current sub-object selection; use selection:{all:true} explicitly for the whole mesh. World-space moves/scales preserve modifiers above an Editable Poly base; convert=true explicitly collapses a non-poly stack. Shared geometry changes in every instance. geometry_qa — evaluated mesh boundaries, non-manifold edges, inconsistent winding, degenerate/duplicate triangles, components and isolated vertices. Samples use world coordinates and evaluated snapshot IDs; re-inspect the base cage near a sample before editing. No intersection, thickness or outward-normal certification. Open seams and separate components may be intentional. boolean_operation — Boolean modifier (BooleanMod): apply union/subtract/intersect/merge/attach operands, list/retune/rename/extract them. Inline cutters build scratch primitives in the same call ({name, shape: box|cylinder|sphere, size, pos (bbox center), rot, operation?}) — consumed on apply, zero scene litter; repeat {count, axis, spacing} arrays every cutter ( vent_1..N ) for vents/ribs/window grids. Recipes: hole = Z-axis cylinder cutter overshooting both faces (rot to orient); slot = box cutter; panel line = cutter + operation_option=\"imprint\" . draw_spline — spline shapes from world-space point lists; base-knot editing preserves modifiers above the spline (including CrossSection, Surface, and Sweep), holes via add_spline, renderable thickness edit_vertices — Editable_Poly verts in world space: get (filtered), move (soft falloff), set, conform to a spline or ray-projected onto geometry Curved-form recipe: draw_spline the reference profile → Lathe/Extrude/Bevel_Profile/Sweep via add_modifier → refine with set_knots or edit_vertices conform Materials Create + assign: assign_material , create_material_from_textures , smart_import , palette_laydown Share an existing material: assign_material(names=[...], source_name=\"ExistingObject\") (or source_handle ). Shares the full material/maps in one undo step; omit creation arguments. Edit: set_material_property , set_material_properties Inspect: get_material_slots , get_materials , get_material_library Scratch libraries: backup_material_library saves currentMaterialLibrary / meditMaterials to .mat Multi/Sub: set_sub_material Textures: create_texture_map , set_texture_map_properties Dual pipeline: create_shell_material , replace_material , batch_replace_materials OSL: write_osl_shader Material notes create_material_from_textures and smart_import default to OpenPBR . Pass material_class for Physical, Arnold, Redshift, V-Ray, MaterialX, Octane, etc. (see tool tripback hint.renderers ). create_shell_material wraps two scene materials in Shell_Material (render slot 0, export/viewport slot 1), or builds from texture_folder with render_material_class / export_material_class . Shell is a container, not a renderer. Viewport agent_viewport(action=\"open\") reserves a shaded floating AGENT VIEWPORT . After opening, navigation and capture default to it. start_minimized=true parks it initially; minimize / restore park it between inspections. Captures require a visible on-screen panel and explicitly refuse while minimized. status reports capture_ready ; release closes only the owned panel. Initial opening may briefly activate the panel before restoring user focus. agent_viewport also frames hierarchies, orbits (yaw/pitch degrees), pans (view-plane scene units), zooms (factor<1 closer), and picks surfaces (normalized image x/y, top-left origin). Pass the single capture's view_token as expected_view for picking; then inspect the hit node near its world point before editing base-cage components. View/scene changes invalidate the token; mesh IDs still require expected_mesh . Interactive preview: agent_viewport(action=\"render\", mode=\"activeshade\"|\"vray_ipr\"|\"vray_vfb\"|\"shaded\") . ActiveShade uses the assigned ActiveShade renderer ( renderer_source=\"production\" uses production if compatible). V-Ray previews enable progressive IPR and denoising; vray_vfb locks the VFB to the agent view. Start only when rendering is requested. Existing renders elsewhere are refused. Wait for session_state=\"running\" , then use action=\"capture\" or \"stop_capture\" (save image, then stop). Optional crop=[x,y,width,height] trims VFB pixels. Return to shaded before component targeting or minimizing. Captures do not certify convergence or completed denoising. Picking supports visible thick splines as well as geometry and returns a world surface normal. Use draw_spline(action=\"get\") for spline knots. On thin panels, narrow face inspection by proximity and normal to separate the front from the back; frame the part before capturing labels. Aim/frame: set_viewport — world-space eye + target , named elevations, or frame_names ; no camera node is created Fast: capture_viewport Multi-angle grid: capture_multi_view ( frame_root frames a hierarchy). In the agent panel it does not hide other scene nodes; arbitrary-object isolation is not yet supported there. The legacy active-view route also temporarily isolates the hierarchy. source=\"agent\" requires the agent panel; source=\"active\" explicitly targets the user's active view. The default auto uses the agent panel once opened, and fails if that owned panel becomes unavailable instead of redirecting into the user's viewport. Release and reopen after a scene load or layout replacement. inspect_mesh(capture=true) uses the agent panel when open, drawing component labels into the saved image without adding overlays to the user's viewport. Fullscreen: capture_screen (requires enabled=True ) V-Ray frame-buffer screen crop: capture_screen(enabled=True, target=\"vray_vfb\") ; optional crop=[x,y,width,height] trims inside its client area in physical pixels before resizing. The VFB must be visible and on screen; overlapping windows appear in the capture. No render is started by capture. Blocked production render recovery: render_automations(action=\"cancel_capture\", job_id=...) saves visible VFB pixels and requests cancellation for the production job you armed and started. capture_target=\"screen\" supports an explicit desktop crop for another renderer. Configure progressive sampling and its denoiser before starting; recovery cannot change blocked render settings. Cancellation is cooperative; check the done-signal separately and treat the image as partial. External .max files (no scene load) inspect_max_file , search_max_files , merge_from_file , batch_file_info Plugin discovery discover_plugin_surface , get_plugin_manifest , refresh_plugin_manifest inspect_plugin_class , inspect_plugin_constructor , inspect_plugin_instance MCP resources: resource://3dsmax-mcp/plugins/{name}/manifest|guide|recipes|gotchas tyFlow Create: create_tyflow , create_tyflow_preset Inspect: get_tyflow_info ( include_operator_properties for deep readback) Edit: modify_tyflow_operator , set_tyflow_shape , set_tyflow_physx , add_tyflow_collision Simulate: reset_tyflow_simulation , get_tyflow_particle_count , get_tyflow_particles For tyFlow graph work (event/operator topology, wiring, transactional edits, operator discovery, per-event census), read tyflow-graphs.md completely before acting. It covers get_tyflow_graph , tyflow_apply_patch , the wiring ledger and its staleness rules, harvest_tyflow_manifest / list_tyflow_operators , tyflow_event_census , and capture_tyflow_editor for foreign flows. Forest Pack scatter_forest_pack — surfaces + source geometry; auto footprint per variant Controllers & wiring assign_controller , inspect_controller , inspect_track_view , set_controller_props , add_controller_target list_wireable_params , wire_params , get_wired_params , unwire_params Procedural graph systems For Data Channel or Max Creation Graph work, read procedural-graphs.md completely before acting. It contains the dedicated tool workflows, agentic compile/verify loop, safety gates, validation rules, and runtime pitfalls. Scene management manage_scene (hold/fetch/reset/save/info) get_state_sets , get_camera_sequence When to Use execute_maxscript Almost never. Only when there is genuinely no dedicated tool: Unsupported controller operations, render/environment settings, custom one-off scripted operations Do not use for: anything a dedicated tool already does — properties, objects, materials, selection, batch ops, inspection. Passing code through execute_maxscript (serialization gotchas) The code string is delivered as a JSON value, so it is un-escaped once before MAXScript ever parses it . A generic parse error (BAD_PARAM) with no line number almost always means the string was corrupted in transit — not that your logic is wrong. if/then/else , chained and , not , and for loops all parse fine on their own; the failures are escaping artifacts. Confirmed causes and fixes: Backslashes in string literals break the literal. \"C:\\Users\\...\\textures\\\" arrives with single backslashes, so MAXScript reads \\\" , \\U , etc. as escapes — the trailing \\\" eats the closing quote and the string never terminates. Use forward slashes in path literals ( \"C:/Users/.../textures/\" — Max accepts them on Windows), or derive paths from runtime values ( getFilenamePath / getFilenameFile ) instead of hardcoding.",
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    "opening_statement": "你好，我是 3dsmax-mcp，Tool choices, workflows, and MAXScript pitfalls fo...",
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    "source": "DeepseekModel",
    "source_url": "https://deepseekmodel.com/skill?id=cl0nazepamm-3dsmax-mcp-skills-3dsmax-mcp-dev-skill-md"
}