Directory · #342 trending MCP repo · ↗ +2 stars this week
Vfx Agent Toolkit
sideshowroberto/vfx-agent-toolkit
Claude Code plugin marketplace + MCP connectors for VFX production - Nuke, Houdini, Unreal, Blender, ComfyUI, Maya, Magnific, Seedance (MIT)
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Inside this repo
48 of 80 skills
plugins/blender-vfx/skills/blender-addon-developmentblender-animationKeyframe animation, rigging, constraints, and armatures in Blender. Use for animation, rigging, camera movement, or when user mentions "animate," "keyframe," "rig," or "armature.plugins/blender-vfx/skills/blender-animationblender-api-compatibilityDiagnoses and migrates Blender Python API breakage across versions 4.2 to 5.1+ (EEVEE_NEXT, renamed modifier types and BSDF inputs, VSE strips). Use when a bpy script errors on a newer Blender, or for breaking changes and migration.plugins/blender-vfx/skills/blender-api-compatibilityblender-compositingCompositor nodes, post-processing, and color grading in Blender. Use for compositing workflows, render pass integration, post-processing, color correction, or when user mentions "compositor," "post-process," "color grade," or "render passes.plugins/blender-vfx/skills/blender-compositingblender-controlnet-passesRenders ControlNet conditioning passes from a Blender scene for AI image and video generation - grey clay, normalized depth, cryptomatte EXR, optional wireframe. Use when preparing depth, edge or clay inputs for video models, or crypto mattes for comp.plugins/blender-vfx/skills/blender-controlnet-passesblender-geometry-nodesProcedural modeling using Geometry Nodes in Blender. Use for scattering systems, node trees, parametric design, or when user mentions "procedural," "geometry nodes," "scattering," or "instances.plugins/blender-vfx/skills/blender-geometry-nodesblender-grease-pencilBuilds 2D and mixed-media animation in Blender with Grease Pencil - strokes, layers, frame-by-frame animation, 2D/3D integration, NPR rendering. Use for 2D or hand-drawn animation, traditional animation, or any grease pencil request.plugins/blender-vfx/skills/blender-grease-pencilblender-materials-shadersCreates Blender shader node trees, PBR materials and procedural textures, with EEVEE_NEXT and Cycles compatibility notes. Use for material creation, shader setups, Principled BSDF inputs, or procedural texturing of parametric geometry.plugins/blender-vfx/skills/blender-materials-shadersblender-physics-simulationSets up Blender physics simulations - particle systems, Mantaflow fluid, smoke and fire, rigid body, soft body, cloth and hair. Use for physics, particle, fluid, cloth or hair simulation requests in Blender.plugins/blender-vfx/skills/blender-physics-simulationblender-renderingEEVEE_NEXT and Cycles rendering, lighting, and render optimization in Blender. Use for rendering setup, lighting, render settings, or when user mentions "render," "lighting," "EEVEE," "Cycles," or "materials.plugins/blender-vfx/skills/blender-renderingblender-sculptingTerrain creation, organic modeling, and surface details using Blender sculpting tools. Use for terrain, organic shapes, sculpted details, or when user mentions "sculpt," "terrain," or "organic.plugins/blender-vfx/skills/blender-sculptingcomfyui-node-advancedComfyUI advanced node patterns - MatchType, Autogrow, DynamicCombo, node expansion, MultiType, wildcard inputs. Use when building complex nodes with dynamic inputs, type matching, or node expansion.plugins/comfyui-node-dev/skills/comfyui-node-advancedcomfyui-node-basicsComfyUI custom node fundamentals - V3 node structure, Schema, inputs/outputs, registration. Use when creating new ComfyUI custom nodes, defining node classes, or setting up a custom node project.plugins/comfyui-node-dev/skills/comfyui-node-basicscomfyui-node-datatypesComfyUI data types - IMAGE, LATENT, MASK, CONDITIONING, MODEL, CLIP, VAE, AUDIO, VIDEO, 3D types, widget types, and custom types. Use when working with ComfyUI tensors, model types, or defining input/output data types.plugins/comfyui-node-dev/skills/comfyui-node-datatypescomfyui-node-frontendComfyUI frontend JavaScript extensions - hooks, widgets, sidebar tabs, commands, settings, toasts, dialogs. Use when adding UI features to custom nodes, creating custom widgets, or extending the ComfyUI frontend.plugins/comfyui-node-dev/skills/comfyui-node-frontendcomfyui-node-inputsComfyUI node input types - INT, FLOAT, STRING, BOOLEAN, COMBO widgets, hidden inputs, optional inputs, lazy inputs, force_input. Use when configuring node inputs, adding widgets, or customizing input behavior.plugins/comfyui-node-dev/skills/comfyui-node-inputscomfyui-node-lifecycleExplains the ComfyUI custom-node execution lifecycle - caching, fingerprint_inputs/IS_CHANGED, validate_inputs, check_lazy_status, execution order. Use when debugging node execution, controlling caching, or adding input validation.plugins/comfyui-node-dev/skills/comfyui-node-lifecyclecomfyui-node-migrationComfyUI V1 to V3 node migration - converting legacy nodes to the V3 API. Use when migrating existing custom nodes from V1 to V3, understanding differences between API versions, or modernizing node code.plugins/comfyui-node-dev/skills/comfyui-node-migrationcomfyui-node-outputsComfyUI node output types - NodeOutput, UI outputs, PreviewImage, PreviewMask, SavedImages, PreviewAudio, PreviewText, PreviewVideo. Use when returning results from nodes, displaying previews, or saving output files.plugins/comfyui-node-dev/skills/comfyui-node-outputscomfyui-node-packagingComfyUI custom node project structure - directory layout, __init__.py, registration, requirements.txt, publishing, WEB_DIRECTORY. Use when setting up a new custom node project, packaging nodes, or publishing to the registry.plugins/comfyui-node-dev/skills/comfyui-node-packagingcomfy-cli-skillsInstalls comfy-cli's bundled agent skills into any harness and sets the zero-cost validate gate and credit audit for paid ComfyUI runs. Use when setting up comfy-cli, when comfy skills are missing, or before a workflow run that bills partner-node credits.plugins/comfyui-vfx/skills/comfy-cli-skillscomfyui-workflow-analysisAnalyzes a downloaded ComfyUI workflow JSON to list required custom nodes and models, install locations and a setup checklist. Use when the user shares a workflow JSON or asks 'what nodes does this need' or 'help me set up this workflow'.plugins/comfyui-vfx/skills/comfyui-workflow-analysisprevis-anchor-keyframesGenerates photoreal anchor keyframes from CG previs for reference-guided video models such as Seedance - previs shading, frame choice, pose reference sets. Use for "anchor keyframes", "previs to photoreal video", or generations that ignore the CG pose.plugins/comfyui-vfx/skills/previs-anchor-keyframeshoudini-hda-creationCreates and manages Houdini Digital Assets (HDAs) - parameter interfaces, compilation, versioning and asset organization. Use when authoring reusable Houdini tools or asked about HDA creation, HDA parameters or compiling an HDA.plugins/houdini-vfx/skills/houdini-hda-creationhoudini-procedural-generationCreate procedural geometry workflows using SOPs including scattering, copying, instancing, and parametric modeling. Use for procedural modeling workflows. Triggers: procedural generation, scatter, copy to points, procedural modeling, sopsplugins/houdini-vfx/skills/houdini-procedural-generationhoudini-python-automationAutomates Houdini with Python (HOM) - node creation, parameter manipulation, scene management and batch processing. Use when scripting Houdini workflows, e.g. 'houdini python', 'hom script', 'automate houdini' or batch processing hip files.plugins/houdini-vfx/skills/houdini-python-automationhoudini-solaris-usdWork with USD (Universal Scene Description) in Houdini Solaris including stage creation, layer composition, variants, and USD export workflows. Use for USD workflows and Solaris. Triggers: solaris, usd, stage, layer, variant, usd exportplugins/houdini-vfx/skills/houdini-solaris-usdhoudini-vex-programmingWrite VEX code for Houdini including wrangles, custom operations, attribute manipulation, and performance optimization. Use when writing VEX scripts or custom operations. Triggers: vex, wrangle, vex code, attribute wrangle, point wrangleplugins/houdini-vfx/skills/houdini-vex-programmingmagnific-image-genGenerates images with the Magnific MCP (default image tool, Nano Banana 2) - concept art, product shots, references, variations and folders; no upscaling. Use for 'generate image', 'generate refs', 'concept art', 'nb2', 'nano banana' or 'magnific folder' requests.plugins/magnific-vfx/skills/magnific-image-genmagnific-local-uploadUploads local images to Magnific as generation references, moves them into folders, and downloads outputs to a local path. Use when using local photos as references, batch uploading a directory, or saving Magnific results to a local folder.plugins/magnific-vfx/skills/magnific-local-uploadmagnific-video-genGenerates video through the Magnific MCP - Seedance, Kling and Veo models, animating stills, start/end keyframes, camera motion, audio/lipsync and multishot. Use for 'magnific video', 'animate this image' or 'video from still'.plugins/magnific-vfx/skills/magnific-video-genmaya-materialsCreates and assigns Maya materials via MCP - Arnold aiStandardSurface, Lambert, Blinn and USD Preview Surface. Use for shader creation, texture assignment, assigning materials to geometry or look dev in Maya.plugins/maya-vfx/skills/maya-materialsmaya-sceneQueries and edits a live Maya scene via the MCP commandPort - objects, transforms, hierarchy, attributes, selection, FBX import/export. Use for listing scene contents, creating geometry, parenting, setting transforms or exporting FBX from Maya.plugins/maya-vfx/skills/maya-scenenuke-blinkscriptWrites GPU-accelerated BlinkScript kernels for Nuke - composition grids, procedural patterns, custom pixel effects. Use when creating a BlinkScript or "blink kernel", or a custom GPU effect the standard Nuke nodes cannot do.plugins/nuke-vfx/skills/nuke-blinkscriptnuke-cattery-inferenceBrings PyTorch models into Nuke via TorchScript export, CatFileCreator .cat files and the Inference node, e.g. DepthAnything depth. Use when tracing an ML model for Nuke, building a .cat file, or running ML inference in a comp.plugins/nuke-vfx/skills/nuke-cattery-inferencenuke-compositingNode graph compositing workflows for Nuke including Read/Write setup, grading, merging, keying, and multi-layer comp patterns. Use when setting up comps, creating node graphs, or when user mentions nuke comp, node graph, grade, merge, keying, aov.plugins/nuke-vfx/skills/nuke-compositingnuke-node-tree-patternsProduction-tested patterns for creating robust Nuke node trees programmatically. Use for avoiding auto-connection issues, dynamic positioning, expression masks, and gradient blending.plugins/nuke-vfx/skills/nuke-node-tree-patternsnuke-particle-blinkscriptBuilds particle effects in Nuke with the ParticleBlinkScript node (NukeX 16+) or procedural BlinkScript for snow, embers and dust on any Nuke. Use when asked for custom GPU particles, particle gadgets or atmospheric particle effects in Nuke.plugins/nuke-vfx/skills/nuke-particle-blinkscriptnuke-python-scriptingWrites Nuke Python automation scripts using the NukeMCPLogger pattern so results and logs return through the MCP bridge. Use when scripting Nuke, automating comps, or when "nuke python", "nuke script" or the nuke logger come up.plugins/nuke-vfx/skills/nuke-python-scriptingnuke-tiling-toolAutomated image tiling for ML processing in Nuke with seamless gradient blending. Use for large plates (4K+) through ML nodes (ViTMatte) optimized for 1K-2K tiles.plugins/nuke-vfx/skills/nuke-tiling-toolseedance-20This skill should be used when directing Seedance 2.0 T2V, I2V, V2V, R2V, audio, safety, or API work.plugins/seedance-vfx/skills/seedance-20seedance-antislopThis skill should be used when a Seedance 2.0 prompt contains generic AI filler, hollow superlatives, vague cinematic language, bloated adjectives, weak verbs, or needs sharper production-specific wording.plugins/seedance-vfx/skills/seedance-antislopseedance-cameraThis skill should be used when the user asks for camera movement, shot scale, lens feel, framing, one-take direction, dolly, pan, tilt, push-in, handheld, aerial, macro, or camera-transfer guidance for Seedance 2.0.plugins/seedance-vfx/skills/seedance-cameraseedance-charactersThis skill should be used when the user asks for character consistency, character tags, identity lock, multi-character blocking, wardrobe continuity, hand safety, expression control, or likeness-sensitive character guidance.plugins/seedance-vfx/skills/seedance-charactersseedance-copyrightThis skill should be used when a Seedance 2.0 prompt mentions named characters, franchises, studios, celebrities, public figures, private people, brand logos, copyrighted scenes, songs, voices, or real-person likeness workflows and needs an IP-safe rewrite.plugins/seedance-vfx/skills/seedance-copyrightseedance-filterThis skill should be used when a Seedance 2.0 prompt is blocked, rejected, silently degraded, or likely to trigger a content filter; or when the user asks for a safer rewrite without losing the creative intent.plugins/seedance-vfx/skills/seedance-filterseedance-interview-shortThis skill should be used when the user wants a fast Seedance 2.0 creative brief, a short interview, a compressed intake flow, or a quick director-style clarification before prompt writing.plugins/seedance-vfx/skills/seedance-interview-shortseedance-interviewThis skill should be used when the user has a vague Seedance 2.0 video idea and asks for creative guidance, story development, scene planning, a director interview, or help turning an undeveloped concept into a production-ready prompt.plugins/seedance-vfx/skills/seedance-interviewDocumentation
README
vfx-agent-toolkit
Claude Code plugins and MCP connectors for VFX production. One clone gets you skills, agents, and app bridges for Nuke, Houdini, Unreal Engine, Blender, ComfyUI, Maya, Magnific, and Seedance.
Skills teach the agent the craft; connectors give it hands in the running applications. That split is the whole design.
Built by Rob Williams, a lead VFX artist working in production - every skill in here has shipped real work. Open-sourced so you can use it, fork it, and improve it. MIT licensed.
What is this?
Two things in one repo:
- Plugins (
plugins\) teach Claude Code how to do VFX work. Each plugin is a bundle of skills (production-tested knowledge loaded on demand) and agents (specialized handlers for delegated tasks). - Connectors (
connectors\) wire Claude Code to your running applications via MCP (Model Context Protocol), so Claude can create nodes in Nuke, drive Houdini, control Unreal, and so on.
What it looks like in use
You say, in Claude Code with Blender (or Houdini) and Nuke running:
"Here's a photo of the building. Block it out in 3D matched to the photo, reskin it photoreal, and give me a Nuke comp with the reskin over the render passes."
One request, three applications, each driven over its own MCP connector:
- Model from the photo. The agent studies the reference, blocks out the environment or object in Blender or Houdini (proportions, camera, lens matched to the photo), then renders clean control passes - grey clay, depth, normals, mattes.
- Reskin via MCP. Those passes go to an image model (ComfyUI, Magnific, Nano Banana) through its connector, conditioned so the result holds the 3D layout instead of drifting. The agent compares each take against the reference and re-runs regional fixes rather than accepting the first output.
- Comp in Nuke. The agent builds the comp over the Nuke MCP - Reads for the reskin and the passes, colourspace set correctly for AI-generated images, mattes from the 3D for regional grades, and a colour match back to the source photo - and renders a review frame.
Each stage is a skill (blender-controlnet-passes, magnific-image-gen,
nuke-compositing, and 70+ more): the knowledge lives in the skill, the hands
come from the connector. The same pattern drives Houdini scatter setups, UE
PCG graphs, ComfyUI generation batches, and Seedance video passes.
Quickstart
Add the marketplace inside Claude Code:
/plugin marketplace add sideshowroberto/vfx-agent-toolkitInstall the foundation plugin first, then the app plugins you need:
/plugin install vfx-core@vfx-agent-toolkit /plugin install nuke-vfx@vfx-agent-toolkitRun the core setup script once to register the shared MCP servers (brave-search, context7, desktop-commander) and optionally copy workspace templates:
plugins\vfx-core\install.ps1brave-search needs a free API key from https://brave.com/search/api. context7 and desktop-commander need nothing.
For plugins that talk to a running application (Nuke, Houdini, Unreal, Blender, Maya, ComfyUI), clone this repo and run the matching connector installer:
git clone https://github.com/sideshowroberto/vfx-agent-toolkit.git cd vfx-agent-toolkit connectors\nuke\install.ps1Restart Claude Code. MCP servers load at startup, so any config change needs a restart.
The installers are PowerShell, so setup is Windows-first. The skills and agents themselves are plain markdown and work anywhere Claude Code runs.
Full walkthrough with expected output: docs/GETTING-STARTED.md
Plugins
Install vfx-core first. Everything else is per-project, install what you use.
The full skill-by-skill index with trigger phrases is generated into
docs/CAPABILITIES.md on every release.
| Plugin | What it covers |
|---|---|
vfx-core |
Foundation package - install first. Cross-application skills and agents: search, documentation, testing, Python, planning, skill/agent creation, git safety guardrails, and session wrap-up. Registers core MCP servers (brave-search, context7, desktop-commander). |
nuke-vfx |
Nuke compositing pipeline: node graphs, BlinkScript, Cattery AI inference, Python scripting, tiling tool, batch shot setup, and Magnific-in-Nuke. |
houdini-vfx |
Houdini VFX pipeline: procedural generation, USD/Solaris, VEX, Python automation, HDA creation. |
unreal-vfx |
Unreal Engine 5.8 VFX pipeline via the native UE MCP (ModelContextProtocol plugin + VibeUE toolsets): Blueprint automation, PCG, actor operations, Sequencer, Python scripting. |
blender-vfx |
Blender VFX pipeline via the official Blender MCP (blender.org): modeling, animation, materials, geometry nodes, physics, rendering, sculpting, grease pencil, and ControlNet pass rendering for AI generation. |
comfyui-vfx |
ComfyUI pipeline via the ComfyUI MCP and Comfy CLI: workflow analysis, node/model requirements mapping, and headless generation guidance. |
comfyui-node-dev |
ComfyUI custom node development: V3 API node structure, schemas, datatypes, inputs/outputs, execution lifecycle, frontend extensions, V1-to-V3 migration, and packaging/publishing. |
maya-vfx |
Maya pipeline via MCP: scene control, geometry creation, materials (Arnold/USD), transforms, and FBX import/export. |
magnific-vfx |
Magnific AI generation via MCP: image generation with model selection and references, local file upload/download pipelines, and video generation. |
seedance-vfx |
Seedance 2.0 video generation direction: prompt writing, camera, lighting, motion, characters, style, VFX, troubleshooting, and production recipes. |
Connectors
Connectors register MCP servers that bridge Claude Code to your applications. Details and per-app notes: connectors/README.md
| Connector | What it does | Notes |
|---|---|---|
connectors\nuke |
Installs bundled bridge files into ~\.nuke and registers the Nuke MCP |
Bridge code included in this repo |
connectors\houdini |
Installs the Houdini bridge and registers the Houdini MCP | Bridge code included in this repo |
connectors\unreal |
Registers the UE 5.8 NATIVE MCP (ModelContextProtocol plugin, HTTP port 8000) | UE 5.8 with the plugin enabled; VibeUE from Fab recommended |
connectors\maya |
Installs the Maya bridge and registers the Maya MCP | Bridge code included in this repo |
connectors\blender |
Registers the official Blender MCP from blender.org | Add-on ships with Blender 4.5+; register.ps1 only |
connectors\comfyui |
Registers the ComfyUI MCP (npx comfyui-mcp) |
Comfy CLI (pip install comfy-cli) recommended for headless generation |
connectors\magnific |
Registers the hosted Magnific MCP at https://mcp.magnific.com | Needs a Magnific account; OAuth in browser on first use |
Requirements
| Requirement | Needed for |
|---|---|
| Claude Code | Everything |
| Node.js 18+ | Nuke MCP server, npx-based connectors |
| Python 3.12+ | Bridge scripts, ComfyUI tooling |
| uv | Python-based MCP servers (Houdini, Blender) |
| Windows + PowerShell | The installers (skills/agents work on any OS) |
Per-application: Nuke 14+, Houdini 20+, Unreal Engine 5.8, Blender 4.5+ (for the bundled MCP add-on), Maya 2024+, a local ComfyUI install, and a Magnific account for the Magnific connector.
Repo layout
vfx-agent-toolkit\
+-- .claude-plugin\
| +-- marketplace.json Marketplace manifest (what /plugin reads)
+-- plugins\
| +-- vfx-core\ Foundation: skills, agents, install.ps1, templates
| +-- nuke-vfx\ Per-app plugins: skills\ + agents\ + plugin.json
| +-- houdini-vfx\
| +-- unreal-vfx\
| +-- blender-vfx\
| +-- comfyui-vfx\
| +-- comfyui-node-dev\
| +-- maya-vfx\
| +-- magnific-vfx\
| +-- seedance-vfx\
+-- connectors\
| +-- nuke\ install.ps1 + register.ps1 + bridge\
| +-- houdini\
| +-- unreal\
| +-- maya\
| +-- blender\ register.ps1 only (official Blender MCP)
| +-- comfyui\
| +-- magnific\
+-- docs\
| +-- GETTING-STARTED.md
| +-- ARCHITECTURE.md
+-- LICENSE
Attribution and provenance
This toolkit is a working collection: the majority of the skills, agents, and scripts are original creations, built and battle-tested in production. A handful are adapted from open source tools, community resources, and prompts we found useful along the way - some used as-is, some heavily modified. This collection grew organically inside a working pipeline, so the exact origin of every piece was not always tracked.
No claim of original authorship is made over anything that came from someone else. If you recognize your work in here and want credit added, a license noted, or the content removed, please open an issue - it will be handled promptly and gladly.
The MCP servers that the connectors register are separate projects by their own authors, not part of this toolkit:
| Server | Author / Source |
|---|---|
| Blender MCP | Official Blender MCP (blender.org, ships with Blender 4.5+) |
| UE 5.8 ModelContextProtocol | Epic Games (built into Unreal Engine 5.8) |
| VibeUE | VibeUE (Fab marketplace) |
| comfyui-mcp | npm package by its author |
| ComfyUI_FL-MCP | filliptm (github.com/filliptm/ComfyUI_FL-MCP) |
| Comfy CLI | Comfy Org |
| Magnific MCP | Hosted by Magnific (mcp.magnific.com) |
Third-party tools keep their own licenses; the MIT license in this repo covers the original content of the toolkit itself.
Contributing
PRs welcome. Skills follow the standard Claude Code SKILL.md format: a
skills\<skill-name>\SKILL.md file with name and description YAML
frontmatter. Keep everything that ships ASCII-only and free of personal or
studio-specific paths. See docs/ARCHITECTURE.md for
the plugin format and a PR checklist.
License
MIT. See LICENSE.