meshy-dev/meshy-dcc-adapters/maya-mesh-ops

Claude Code and agent skill by meshy-dev/meshy-dcc-adapters

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Authoring stage — typed polygon construction and editing: loft, lathe, instance arrays, pivots, mirror, combine, separate, and cleanup. Use for creating or modifying polygon topology from explicit scene inputs. Not for primitive creation (use maya-primitives), construction-history or DG inspection (use maya-node-graph), UV layout (maya-uv-ops), or material assignment (maya-materials).

Install

npx vskill@latest install meshy-dev/meshy-dcc-adapters/maya-mesh-ops

SKILL.md

maya-mesh-ops (Authoring stage)

Typed polygon construction and editing operations. loft_sections and lathe_profile accept existing NURBS curves and require a polygon-mesh readback. array_instances is capped at 128 objects and verifies every instance transform. set_pivot reads back both Maya pivots. Primitive creation remains in maya-primitives, while construction-history inspection belongs to maya-node-graph.

Each tool declares affinity: main because every operation touches maya.cmds; the dispatcher schedules them on Maya's UI thread via MayaUiDispatcher.

The modeling group is default_active: false; load this skill and activate that group only for authoring work. The existing mirror_mesh name remains the canonical backwards-compatible mirror verb and now verifies that polygon topology changed before returning success.

Modeling recipes

The sibling references/RECIPES.yaml publishes four bounded Maya plans through Core's recipes__search, recipes__validate, and recipes__apply tools. An apply call returns validated inputs, ordered typed-tool steps, and an output contract; execute those typed steps in order and validate the observed tool result against the contract. Core does not substitute one step's Maya return value into a later step, so recipes only chain steps whose identities come from the validated inputs. mirror_assembly therefore mirrors one named mesh in place and does not promise a preserved original or a separately named copy. auto_uv_for_export is intentionally one mesh per application so every export mesh must independently produce a positive UV count and digest.

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