MCP Connector for 3ds Max Documentation

Complete guide to installing, configuring, and using MCP Connector for 3ds Max - 268 MCP tools across 19 categories, including the 25 read-only free tools, driven by Claude Desktop, ChatGPT Desktop, Cursor, or Claude Code.

Supported 3ds Max Versions

  • 3ds Max 2022
  • 3ds Max 2023
  • 3ds Max 2024
  • 3ds Max 2025
  • 3ds Max 2026
  • 3ds Max 2027

AI Applications

  • Claude Desktop
  • ChatGPT Desktop
  • Cursor
  • Claude Code
  • VS Code (GitHub Copilot agent mode)
  • Visual Studio 2022 17.14+ / 2026 (GitHub Copilot)
  • GitHub Copilot CLI
  • Grok Build (xAI CLI)

Installation

Before you begin

Close 3ds Max before running the installer.

1
Download the Installer
Download the latest version of MCP Connector for 3ds Max from the product page.
2
Run the Installer
Double-click the downloaded .exe file and follow the wizard, accepting the licence agreement and privacy policy. The connector installs to the 3ds Max plug-in bundle folder.
3
Launch 3ds Max
Open 3ds Max. The connector starts automatically and begins listening for your AI client.
4
Start Working
Open your AI client and ask it something about the scene. If you have a licence key, run MCP Connector Licence to activate the Pro tools.

The AUTOM8LABS Macros

The connector starts with 3ds Max, so there is nothing to switch on for normal use. Five macros are registered under the AUTOM8LABS category. Find them in Customize > Customize User Interface, filter the category to AUTOM8LABS, and drag any of them onto a toolbar or assign a shortcut.

  • MCP Connector - open or close the dockable MCP Connector panel
  • MCP Connector Status - whether the connector is running, and which AI clients are configured
  • MCP Connector Licence - activate or deactivate your licence, and see how many licences are in use
  • MCP Connector Setup - re-run AI client configuration, for example after installing a new client
  • MCP Connector Stop - stop the connector for this session

Showing the MCP Connector panel again

The panel opens by itself the first time each 3ds Max release runs the connector. To bring it back after closing it, run this in the MAXScript Listener (F11, or the mini listener at the bottom left):

MAXScript
macros.run "AUTOM8LABS" "MCPConnectorPanel"

The macro is a toggle - run it again to hide the panel. For one-click access, drag the MCP Connector button onto a toolbar via Customize User Interface as above.

The AUTOM8LABS MCP Connector panel docked in 3ds Max

Configuration

The connector configures supported AI clients when 3ds Max starts. Open 3ds Max once after installing, then restart your AI app. To configure a newly installed client or repair its entry, run the MCP Connector Setup macro.

Claude Desktop

Configuration is written to:

Path
%APPDATA%\Claude\claude_desktop_config.json
Microsoft Store builds of Claude Desktop

The Store build reads its configuration from a sandboxed copy inside the package folder, not from %APPDATA%\Claude. The connector detects this and writes to both locations, so a Store install is configured correctly either way.

ChatGPT / Codex

ChatGPT Desktop reads MCP servers from the Codex configuration file, which it shares with the Codex CLI:

Path
%USERPROFILE%\.codex\config.toml

Use the connector in ChatGPT Desktop's Work area. Fully quit and reopen the app after configuring, then ask it to ping 3ds Max. If the connection is unavailable in an older conversation, start a new Work conversation.

Cursor

Path
%USERPROFILE%\.cursor\mcp.json

GitHub Copilot

The config files for VS Code, Visual Studio, and the Copilot CLI are located at:

VS Code
%APPDATA%\Code\User\mcp.json
Visual Studio 2022 17.14+ / 2026
%USERPROFILE%\.mcp.json
GitHub Copilot CLI
%USERPROFILE%\.copilot\mcp-config.json

Grok Build

Toggle Enable MCP and the connector writes its entry into xAI's Grok Build CLI configuration automatically. The config file is located at:

Path
%USERPROFILE%\.grok\config.toml

Grok Build also reads Claude Code's and Cursor's MCP config, so if you have already configured either of those the connector shows up in Grok Build with no extra step.

Manual configuration

For any other MCP client, point it at the Bridge executable. The server key is AUTOM8LABS_3dsMax:

JSON
{ "mcpServers": { "AUTOM8LABS_3dsMax": { "command": "C:\\ProgramData\\Autodesk\\ApplicationPlugins\\AUTOM8LABS.MCPConnector3dsMax.bundle\\Contents\\Bridge\\MCPConnector3dsMax.Bridge.exe", "args": [] } } }

Restart your AI client after any configuration change so it picks up the new server.

Claude Desktop Settings

MCP Connector for 3ds Max exposes 268 tools. In Claude Desktop, enable Load tools when needed so tools are loaded on demand rather than all at once.

The 'Load tools when needed' setting enabled in Claude Desktop

Use Chat, not Cowork

Claude Desktop has a mode selector at the bottom of the message box: Chat and Cowork. MCP connectors run in Chat conversations. In Cowork, your 3ds Max requests will not reach the connector and Claude behaves as if 3ds Max is not connected - even though the connector is configured correctly. Before you start, check the selector is set to Chat.

Note this is the opposite way round to ChatGPT Desktop, where the 3ds Max tools are available in Work rather than regular Chat.

The Chat mode selected in the Claude Desktop message box, with the Cowork option beside it

Local AI Setup

Connect a local AI model to 3ds Max through an MCP-compatible app. These steps are for Windows, on the same computer as 3ds Max.

1. Prepare 3ds Max

  1. Install MCP Connector for 3ds Max and open a sample scene.
  2. The connector starts with 3ds Max. Check MCP Connector Status under the AUTOM8LABS macros, and keep 3ds Max open.
  3. In your AI app, download or select a local model that supports tool calling.

2. Configure your app

Use this entry for 3ds Max 2022 to 2027.

JSON
{
  "mcpServers": {
    "AUTOM8LABS_3dsMax": {
      "command": "C:\\ProgramData\\Autodesk\\ApplicationPlugins\\AUTOM8LABS.MCPConnector3dsMax.bundle\\Contents\\Bridge\\MCPConnector3dsMax.Bridge.exe"
    }
  }
}

For separate fields, use AUTOM8LABS_3dsMax as the name, stdio as the transport, and the command path with single backslashes and no quotes. Leave Arguments blank for this example.

Edit an existing connector entry rather than adding a duplicate. Keep its arguments, environment and tool settings. In an existing JSON file, add only AUTOM8LABS_3dsMax inside mcpServers, preserving other entries.

Choose your app below. Connection tested means registration, tool discovery and reconnection were checked using the Revit connector. These 3ds Max steps use the same app settings; they have not been tested end to end with every app and model.

  1. Open Settings > Agent Skills once to create the configuration file.
  2. Click the app version number > Open storage. Open plugins/anythingllm_mcp_servers.json and add the entry.
  3. Return to Agent Skills and click Refresh. Check the connector is running.
  4. Start your test prompt with @agent.

AnythingLLM setup guide

  1. Open MCP connections and look for AUTOM8LABS_3dsMax, including paused entries.
  2. Use that connection if present. Otherwise, add one using the name and command above.
  3. Enable the connection and choose your local model.

Bionic guide

  1. Open Settings > MCP > MCP Servers > Add > Import from JSON.
  2. Paste the JSON, enable the server and check its tools appear.
  3. Open Work > your Agent's menu > Edit > MCP and enable the connector for that Agent.
  4. Select your local model and start a conversation with that Agent.

Cherry Studio setup guide

  1. Open Settings > MCP Servers > Add MCP Server.
  2. Select STDIO and enter the name and command above.
  3. Save, then enable the server. A green indicator confirms it is active.

Jan setup guide

  1. In the right sidebar, open Program > Install > Edit mcp.json.
  2. Add the connector inside mcpServers and save.
  3. Check the connector is available and enabled for your chat.

LM Studio setup guide

  1. Sign in to your local installation. Open MCP settings > Import JSON.
  2. Paste the JSON. The import applies immediately.
  3. Enable the connector and MCP tool use for your chat.

These steps apply to 2026.9.11. Other versions may differ. See Unsloth's current guide.

3. Test the connection

With your sample scene open, ask:

Use the 3ds Max connector to tell me the active scene name and 3ds Max version. Do not change anything.

In AnythingLLM, prefix this with @agent. Confirm a connector tool runs and the answer matches your open scene.

Tool loading and model limits

If available, enable tool selection or on-demand loading and start with a few read-only tools. Large tool lists can exceed a local model's context. A larger context setting alone does not guarantee reliable tool use.

Operator Skill

MCP Connector for 3ds Max ships with a free operator skill - a plain text playbook Claude reads before touching your scene. It teaches Claude to use the connector efficiently: read in bulk instead of one object at a time, verify answers with counts, batch edits in one call, and say so instead of guessing when something cannot be done. The result is fewer calls, fewer dead chats, and far less of your usage allowance burned on a single question.

Install in Claude Desktop:

  1. Download the skill: 3dsmax-connector.zip
  2. In Claude Desktop, go to Settings > Skills > Add > Upload a skill and select the zip.
  3. That is it - Claude picks the skill up automatically in new chats. If you ever find it has not, mention it in your prompt, for example "Follow the 3dsmax-connector skill".

Using Claude Code or Cursor instead? Install steps for both are in the mcp-connector-skills repository, which also hosts free skills for the rest of the MCP Connector family.

Uploading the 3dsmax-connector skill zip in Claude Desktop via Settings, Skills, Add, Upload a skill

Power BI Dashboard

A free browser dashboard and Power BI report for tool-use records. MCP Connector Pro is required to record audit logs.

Tool Use Audit dashboard

Review AI-assisted work in 3ds Max using a browser dashboard or Power BI.

Requires: MCP Connector for 3ds Max Pro 1.6.0+ and administrator rights to enable logging.

Download: Tool Use Audit v1.0.0 (.zip)

1. Enable logging

Logging is off by default. On each computer, open Registry Editor as administrator. Create this key if needed, then set its values:

HKEY_LOCAL_MACHINE\SOFTWARE\AUTOM8LABS\MCPConnector3dsMax

Value nameType and setting
AuditLogDWORD (32-bit): 1
AuditLogFolderString (REG_SZ): your log folder, e.g. C:\AuditLogs

Create the log folder and give 3ds Max users write access. For multiple computers, use a network share. Restart 3ds Max.

2. Open a dashboard

Extract the ZIP to C:\AuditDashboard or another short path. Keep its files and folders together.

  1. Open audit-dashboard.html in Chrome or Edge.
  2. Select Open audit folder, choose your AuditLogFolder and allow read access.

The dashboard reads files locally and refreshes automatically.

  1. Open AUTOM8LABS Connector Audit.pbip in Power BI Desktop for Windows (September 2026 or later).
  2. Under Transform data > Edit parameters, set AuditLogFolder to your log folder.
  3. Select OK > Apply changes > Refresh.

Select Refresh whenever you want the latest records.

3. Check logging works

Ask your AI assistant to run get_scene_info in your open 3ds Max scene. Wait around 30 seconds, then check for the call. Select Refresh in Power BI.

Time, user, computer, host and release, scene, AI app, tool, read/write type and outcome, plus the first 300 characters of its arguments. Chat messages, full tool results and bridge-only connection calls are excluded.

Write means the tool can change a scene; it does not prove a change occurred. Optional: set AuditReason (DWORD) to 1 in the same registry key, then restart 3ds Max, to request a short explanation from the AI.

CSV files are saved under %LOCALAPPDATA%\AUTOM8LABS\MCPConnector3dsMax\Audit, then copied into month folders under AuditLogFolder every 30 seconds and when 3ds Max closes. Failed copies retry automatically for files updated within the last seven days.

Local copies are kept for 90 days. Files in your chosen folder are not automatically deleted. See the included README for more detail.

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Administrator Tool Permissions

Choose which tools the 3ds Max connector can run. To record activity, use the separate Tool Use Audit dashboard.

Applies to every user on a computer. User/group roles and approval requests are not currently supported. These settings control connector calls; they do not restrict manual 3ds Max commands.

Requires: MCP Connector for 3ds Max Pro 1.6.0+ and administrator rights. These settings require an active Pro licence.

Download: Registry examples v1.0.0 (.zip). Includes two .reg files and setup/restore instructions.

1. Choose an example

block-selected-tools.reg sets BlockedTools to delete_objects; cleanup_scene; execute_maxscript.

These tools are removed and calls to them are refused, including inside batches. execute_maxscript can perform the same actions as blocked tools, so the example blocks it too. Other tools may still change the scene; use an approved-tools list for tighter control.

allow-approved-tools.reg sets AllowedTools to get_scene_info; list_layers; list_materials. Session-selection tools remain available. Essential connection tools are allowed unless explicitly blocked.

Edit the list to suit your team. Blocked tools and licence restrictions still apply. An empty list removes this restriction.

2. Apply it

Extract the ZIP and review the README and chosen file in Notepad. Each file replaces one registry value; merge any existing blocked names before importing.

  1. Open Registry Editor as administrator. Export this key if it exists, and note whether the value you will change is already present:
    HKEY_LOCAL_MACHINE\SOFTWARE\AUTOM8LABS\MCPConnector3dsMax
  2. Use File > Import to import your reviewed example.
  3. Restart 3ds Max and your AI app. In a new chat, ask get_session_info to report the policy, then check the tool list.

IT can deploy the reviewed registry settings to selected PCs using Group Policy Preferences or an Intune PowerShell script. Run deployment with administrator or SYSTEM rights; for Intune, select SYSTEM context and the 64-bit PowerShell host.

Test on a pilot PC before rollout. Restart 3ds Max and the AI app afterwards.

Restrictions apply to everyone using each targeted PC, including BIM Managers. Different groups of PCs can receive different settings; permissions are not assigned to individual users.

Close 3ds Max. Restore the value's previous type and data from your backup. If it did not exist before, delete only the value added by the example. Keep the other values, including audit settings.

Importing an old backup alone does not remove newly added values. Restart 3ds Max and your AI app afterwards.

Tool Reference

MCP Connector for 3ds Max adds its full tool set, grouped by category below, including a read-only free tier that works without a licence. Every tool name shown is the exact identifier exposed to your AI client. The Edition column shows whether a tool is available in the free edition or needs a Pro licence - on a free install, Pro tools are not listed at all. Under each description is an example prompt showing how to ask for it in natural language - click any prompt to copy it, paste it into your AI client, and adjust the names and numbers to suit your scene.

Animation

The time range and transform keyframes.

ToolExample promptEdition
Add a weighted target to a constraint already on a track, with the updated target list reported.
add_constraint_target
Make the camera also look at the second actor at thirty percent
Pro
Key an object's position, rotation and scale at given frames.
animate_transform
Move the camera from the entrance to the courtyard over 100 frames
Pro
Assign an animation controller to any track: position, orientation, look-at, path and link constraints, script and expression controllers, noise, TCB, list controllers and spring dynamics.
assign_controller
Make the drone follow the path spline
Pro
Delete all keys from named objects.
delete_animation
Clear the animation off the camera
Pro
Edit keys on any track: list, delete, move, scale timing around a pivot, bake procedural motion into plain keys, set tangent types, and set loop behaviour.
edit_keyframes
Bake the noise motion to keys every two frames and loop it
Pro
Frame range, frame rate, current frame and which objects are animated.
get_animation_info
What is animated in this scene?
Free
Inspect the controllers on an object's tracks: classes, key counts, script text, constraint targets with weights, and loop behaviour.
get_controller_info
What controllers are on the camera?
Pro
List the parameter wires on an object with their expressions and drivers, plus the tracks that could be wired.
get_wired_parameters
Show the wiring on the gear object
Pro
Set one property on a track's controller - a noise frequency, a look-at axis, a script controller's code.
set_controller_property
Set the noise frequency on the tree sway to 0.2
Pro
Move the time slider to a frame, including subframes, and evaluate the scene. Creates no keys.
set_current_frame
Go to frame 48
Pro
Set the animation start, end and frame rate.
set_time_range
Set the timeline to 0 to 250 at 25 fps
Pro
Remove the parameter wire from a track, or every wire on the object, restoring plain animatable controllers.
unwire_parameters
Unwire the door rotation
Pro
Wire one object's track to drive another's, optionally through an expression of the source value, one-way or bidirectional.
wire_parameters
Wire the slider's X position to drive the roof opening angle times two
Pro

Corona

Work a Corona scene end to end - lights, LightMix, tone mapping, proxies, the frame buffer, resumable renders and Cosmos assets. Needs Corona installed.

ToolExample promptEdition
Bring back the Corona frame buffer, or one of its channels, as an image the AI can look at, during an interactive render too. It never starts, stops or changes a render.
capture_corona_vfb
Show me the Corona frame buffer as it is now
Pro
Start, refresh or stop Corona interactive rendering, or show and hide the frame buffer. A running render is only stopped when you say so.
control_corona_render
Start an interactive Corona render from the active camera
Pro
Turn a Corona proxy into editable mesh geometry at the current frame. The proxy, its file and its material are kept.
convert_corona_proxy_to_mesh
Convert the tree proxy to an editable mesh and keep the proxy
Pro
Save or load the frame buffer post-processing settings as a file, so a look can be reused on another scene.
corona_post_settings
Save the current Corona post settings to the project folder
Pro
Create a Corona sphere, rectangle, disk or cylinder light with its intensity given in lumens, candela or radiance.
create_corona_light
Add a 3000 lumen Corona rectangle light above the table
Pro
Write an object out as a Corona proxy file and place the proxy, keeping the original geometry, transform and material. An animated range can be included.
create_corona_proxy
Make a Corona proxy from the oak tree and save it next to the scene
Pro
Report whether Corona is idle, rendering or rendering interactively, whether a frame buffer is available, and the statistics of the last render.
get_corona_render_state
Is Corona still rendering?
Pro
List the Chaos Cosmos importers running on this computer, so assets go to this 3ds Max session and the right renderer.
get_cosmos_importers
Which Cosmos importer belongs to this 3ds Max?
Pro
Import a Cosmos model or material you have already downloaded, through Corona. Returns a receipt to check. Nothing is bought or downloaded.
import_corona_cosmos_asset
Import the European olive from Cosmos into this Corona scene
Pro
Check a Cosmos import receipt: whether the import finished, and which objects and materials it brought in.
inspect_corona_cosmos_import
Did the olive tree import finish?
Pro
Read the LightMix groups of a rendered frame with their intensity, colour and on or off state, ready for an adjustment.
inspect_corona_lightmix
What LightMix groups does this render have?
Pro
Read a Corona proxy: its file and whether it is found, its material, animation and viewport display settings.
inspect_corona_proxy
Is the proxy file for the planting still found?
Pro
Read the tone mapping stack of the renderer or of one camera, operator by operator, in order.
inspect_corona_tone_mapping
Show me the tone mapping on the main camera
Pro
Place a Corona proxy from an existing proxy file. The file is not changed, and the material is assigned separately.
load_corona_proxy
Load the car proxy file into the scene
Pro
Carry on a Corona render from the kept frame buffer or a saved render file, once you confirm the scene and camera are unchanged.
resume_corona_render
Resume the render from the CXR I saved yesterday
Pro
Save the Corona frame buffer to a new render file that can be resumed later. An existing file is never overwritten.
save_corona_cxr
Save this render as a CXR so I can resume it later
Pro
Adjust LightMix intensity, tint or on and off state on a finished render, without baking anything into the scene lights. Needs Corona 15 or newer.
set_corona_lightmix
Halve the window light group and warm the lamps
Pro
Edit or add tone mapping operators, such as exposure or white balance, on the renderer or on one camera, as one undo step.
set_corona_tone_mapping
Lift exposure by half a stop and set white balance to 6200 K
Pro
Create named light groups and the LightMix render element, without touching existing render elements or light values.
setup_corona_lightmix
Set up LightMix with one group for daylight and one for the lamps
Pro

Creation

Bring new things into the scene - primitives, splines, text, cameras, lights, daylight, reference images and helpers.

ToolExample promptEdition
Clone objects as copies, instances or references, with a count and offset.
clone_objects
Make 5 instances of Column001 spaced 3000mm apart in X
Pro
Create a targeted or free camera at a position, with an optional field of view.
create_camera
Put a camera at the south west corner looking at the tower
Pro
Build a cabinet or wardrobe carcass from width, depth and height: sides, top, bottom, back, a recessed plinth, shelves at typed heights and doors hinged at their outer edge, with material IDs set and the pivot at the base.
create_carcass
Build a 1200 x 600 x 2200 wardrobe carcass with shelves at 600 and 1200 and two doors
Pro
Fill a rectangle or any closed outline with boards or tiles: length, width, thickness, joint gap, stagger and run direction, clipped to the outline and built as one mesh.
create_floor_boards
Lay 120 x 15 cm decking boards across the terrace outline with a 5 mm gap and half-bond stagger
Pro
Build a FloorGenerator floor on a copy of a rectangle or closed outline, using the standard patterns, with board sizes in scene units. Needs FloorGenerator installed.
create_floor_generator
Lay a plank floor over the living room outline with 120 mm boards
Pro
Generate a floor plan from named rectangular rooms: spline outlines, a text label and snap marker per room, and optional extruded walls with shared walls built once.
create_floor_plan
Lay out a plan with a 5 by 4 metre kitchen and a 6 by 4 metre living room with 2.5 metre walls
Pro
Create a point or dummy helper - the usual parent for a rig or an array.
create_helper
Add a dummy at the centre of the selection
Pro
Create an omni, spot or directional light with intensity and colour.
create_light
Add a warm spot light above the entrance
Pro
Create a box, sphere, cylinder, cone, torus, plane, teapot, tube or pyramid at a position, with size and segment control.
create_primitive
Create a 2000 by 1000 by 400 box called Plinth at the origin
Pro
Place a photo or drawing as a correctly proportioned reference plane at a real-world width - frozen, full colour, excluded from renders. The anchor for modelling from a photo.
create_reference_image
Place the front elevation photo as a 12 metre wide reference at the origin
Pro
Create a spline through a list of points, open or closed.
create_spline
Draw a closed spline through those four corner points
Pro
Create a text shape at a size and position.
create_text_shape
Add text reading NORTH at 250mm high in front of the model
Pro
Read a FloorGenerator floor: its settings, its outline and whether it is shared, ready for an edit.
inspect_floor_generator
What board size does the hall floor use?
Pro
Physically based daylight in one call: a sun positioner at a compass azimuth and altitude, a physical sky environment and matching exposure, correct in renders.
setup_sun
Set up warm afternoon sun from the south west
Pro
Preview, then change a FloorGenerator floor: board dimensions, seed or UVs, as one undo step.
update_floor_generator
Make the hall floor boards 150 mm wide
Pro

Files

Scene files and assets - save, import, merge, convert, and keep textures linked.

ToolExample promptEdition
Check, start or stop the local asset intake that receives packages sent from the asset launcher into a library folder on this machine. Received packages are indexed, never imported automatically.
configure_fab_bridge
Start receiving assets into D:\Assets\Library
Pro
Write the scene, or just the selection, to another format - FBX, OBJ, STL, 3DS, glTF or DWG - taken from the file extension.
convert_scene_to_format
Write the selection out as an FBX
Pro
Queue up to a hundred jobs over saved scenes - resave copies, missing previews, a render per camera - without touching the scenes themselves.
create_scene_job_queue
Queue a preview render for every scene in the archive folder
Pro
Download one Cosmos asset and its dependencies through the installed Cosmos service; poll the download status before placing it.
download_cosmos_asset
Download the olive tree asset I picked
Pro
Inspect one Cosmos asset by id: name, description, tags, previews, revisions, download size and import readiness.
get_cosmos_asset
Tell me about the Cosmos olive tree asset before I download it
Pro
Check a Cosmos download's availability, import readiness and byte progress. Read only.
get_cosmos_download_status
Is the olive tree ready to place yet?
Pro
Check the installed Cosmos service: version, online state, asset directory and active downloads.
get_cosmos_status
Is Chaos Cosmos available on this machine?
Pro
Inspect an indexed asset package's mesh choices, texture-map candidates and previews before importing it.
get_fab_asset
What meshes and maps are in the downloaded bench package?
Pro
Scene file name, path and whether there are unsaved changes.
get_file_info
Has this scene got unsaved changes?
Free
Batch-import every model file in a folder - .max files merge; FBX, OBJ, glTF, USD, DWG and more import - laid out on a spaced grid, with optional PBR materials built from sibling textures.
import_asset_folder
Import the furniture folder and lay the pieces out in a grid
Pro
Import one indexed mesh or merge a MAX package with its materials, returning the created object names ready for scattering.
import_fab_asset
Import the high-resolution mesh from the bench package
Pro
Import a file into the current scene.
import_file
Import that OBJ into the scene
Pro
Index one downloaded asset package into a local catalogue: mesh files, previews and texture-map candidates. No scene changes.
index_fab_asset
Index the bench package I just downloaded
Pro
List the objects inside a .max file without opening it, plus its size and modified date - then merge just the ones you want.
inspect_scene_file
What is inside archive_site_v2.max?
Pro
See how each queued job ended, and cancel what is still waiting.
inspect_scene_job_queue
How is the preview queue getting on?
Pro
List the Chaos Cosmos assets already downloaded on this machine: models, materials and HDRI skies.
list_cosmos_assets
Which Cosmos trees do I have downloaded?
Pro
List texture and asset paths referenced by the scene that are missing on disk.
list_missing_assets
Are any textures missing?
Pro
Merge another scene file into this one - the whole file, or only the objects you name (see inspect_scene_file).
merge_scene_file
Merge the site model into this scene
Pro
Bring a prepared package into the scene you choose: preview, rename clashes, match units, and take everything back out if anything fails.
merge_scene_transfer
Merge the lobby furniture package into this scene
Pro
Create a portable scene package in a new folder: a MAX copy or VRSCENE, dependencies with collision-safe relative paths, a preview and a SHA-256 manifest, optionally zipped.
package_scene
Package this scene with all its textures into D:\Handover\Villa
Pro
Import a Chaos Cosmos asset by name or ID with its textures, materials and scale, at a position and rotation.
place_cosmos_asset
Place Maple Tree 001 at the corner of the terrace
Pro
Package chosen objects with their hierarchy, materials and files into a new folder, ready to move into another scene.
prepare_scene_transfer
Package the lobby furniture to move into the main scene
Pro
Return a labelled image grid of up to 12 Cosmos assets to compare with a reference image, without downloading anything.
preview_cosmos_assets
Show me previews of the five closest trees to my reference photo
Pro
Return a labelled contact sheet of 1 to 12 indexed asset packages for comparison against a reference image.
preview_fab_assets
Preview the indexed bench and chair packages side by side
Pro
Find the scene's missing texture files under folders you name and relink them, reporting repathed, resolvable and still missing.
relink_assets
The textures moved - relink them from the project assets folder
Pro
Run the next queued job in a separate 3ds Max in the background, so the session you are working in stays free.
run_scene_job_queue
Run the next job in the preview queue
Pro
Save the scene, or save it as a new file.
save_scene
Save this as a new file called tower_v02.max
Pro
Search the Cosmos catalogue, including assets not yet downloaded, by text and category, returning ids, tags, previews and availability.
search_cosmos_assets
Search Cosmos for Mediterranean trees
Pro
Search downloaded, indexed asset packages by name and tags in the local catalogue.
search_fab_assets
Which indexed packages have benches?
Pro
Search a folder of .max files for objects by name without opening any of them.
search_scene_files
Which scene files contain an object called Reception Desk?
Pro
Verify a scene package against its manifest and dependency inventory, optionally reopening it in a separate 3ds Max Batch process and rendering a test frame.
verify_scene_package
Verify the handover package in D:\Handover\Villa and reopen it to check nothing is missing
Pro

Geometry

Turn linework into solids and combine geometry - sweeps, extrusions, lathes, booleans and merges.

ToolExample promptEdition
Apply a displacement map with amount, tiling and shift, through the active renderer's own displacement modifier where it has one.
apply_displacement
Displace the stone wall with the height map at 20 mm
Pro
Merge named objects into a single editable poly - the first name survives and keeps its material and pivot.
attach_objects
Merge all the balustrade parts into one object
Pro
Union, subtract or intersect objects; the operands are consumed and the result is an editable poly. Engine compound (default), modifier (the 3ds Max 2024+ Boolean modifier) or voxel (its volume method, which survives mesh errors).
boolean_objects
Cut the window openings out of the front wall using the opening boxes
Pro
Close every open border with a Cap Holes modifier and report the open edges before and after.
cap_borders
Cap the holes in the imported staircase
Pro
Extrude a rule-selected set of faces by a typed amount along their normals, as a group, by local normal or by polygon; a negative amount sinks them.
extrude_faces
Extrude the top faces of the plinth up by 150 mm
Pro
Extrude splines by a height - a closed spline becomes a capped solid, an open one a surface, and the result says which.
extrude_spline
Extrude the floor plate outline up 3.5 metres
Pro
Inset faces by polygon or as a group, repeatable, with the option to delete the rim so neighbouring panels are separated by an equal gap.
inset_faces
Inset the door fronts by 1 mm twice and delete the rim so there is a 2 mm gap between them
Pro
Revolve a profile spline around an axis into a turned solid - columns, balusters, bowls, bottles - with min, centre or max axis alignment.
lathe_spline
Lathe this half profile into a vase about its left edge
Pro
Clean up straight-segment splines: remove doubled points and close small gaps within a tolerance. Preview first; curved splines are left alone.
repair_splines
Close the gaps in the imported site outlines
Pro
Sweep a built-in section (bar, angle, channel, tee, wide flange, tube, pipe, cylinder, half or quarter round) along splines, keeping the spline editable.
sweep_profile
Sweep a 40 x 20 mm bar section along the handrail spline
Pro
Give splines a solid round or rectangular profile - skirtings, rails, mullions, kerbs and pipework straight from imported linework. Reversible.
sweep_spline
Turn the kerb lines into 125 wide by 255 high kerbs
Pro

Layers

Organise the scene into layers.

ToolExample promptEdition
Create a layer, optionally making it current.
create_layer
Create a layer called Facade and make it current
Pro
Delete every layer with nothing on it, reporting what went.
delete_empty_layers
Clean up the empty layers
Pro
List layers with node counts and hidden, frozen and current state.
list_layers
What layers are in this scene and which is current?
Free
Move named objects onto an existing layer.
move_to_layer
Move everything selected onto the Facade layer
Pro
Rename a scene layer while keeping its objects, hierarchy and properties.
rename_layer
Rename the layer Layer01 to Facade
Pro
Move a layer under a parent layer, or back to the root, with cycle checks; objects stay where they are.
set_layer_parent
Put the Furniture layer under Interior
Pro
Set a layer hidden, frozen or current.
set_layer_properties
Freeze the Site layer
Pro

Materials

Create, assign and configure materials, presets, textures and mapping.

ToolExample promptEdition
Add a UVW map modifier with a projection type and tiling.
add_uvw_map
Add a box UVW map to the selection tiled twice in U
Pro
Load an image into a map slot (base colour, roughness, metalness, bump, cutout) of a Physical Material or a V-Ray material.
apply_bitmap_texture
Put that texture file into the base colour of Concrete
Pro
Add an occlusion-based dirt layer into a V-Ray material's diffuse, darkening corners and contact areas, with a downward bias for rain streaks.
apply_dirt
Add dirt to the concrete material
Pro
Load an image into a V-Ray material slot (diffuse, reflection, glossiness, roughness, bump, refraction, displacement) with tiling and multiplier.
apply_vray_texture
Put the travertine texture in the floor material's diffuse, tiled 4 by 4
Pro
Assign a material to named objects.
assign_material
Assign Concrete to every object named Wall*
Pro
Make an independent copy of a material graph, optionally swapping texture files, so a variant never alters the original.
clone_material_variant
Make a red variant of the fabric material with the new texture
Pro
Find objects carrying identical copies of one material and point them all at a single one. Preview first; anything that differs is left alone.
consolidate_materials
Merge the duplicate copies of the glass material
Pro
Build a fully wired PBR material from a folder of textures - channels detected from the file names, highest resolution preferred, Physical Material or V-Ray output - and assign it in one call.
create_material_from_textures
Make a material from the OakFloor texture folder and put it on the floor
Pro
Tuned Physical Material presets - glass, mirror, metals, plastic, ceramic, rubber, concrete, wood, fabric, emissive - with optional tint and immediate assignment.
create_material_preset
Give the shopfront glazing a lightly tinted glass material
Pro
Create a MultiTexture map from a set of images in a material base colour, so each board or tile gets its own image. Needs MultiTexture installed.
create_multi_texture
Put these eight oak plank images on the floor material as a MultiTexture
Pro
Build a native V-Ray or Corona physical material from explicit PBR maps, matched to the current renderer, and assign it or place it in an editor slot.
create_pbr_material
Make a V-Ray material from the oak floor texture set and assign it to Floor
Pro
Create a physical material with base colour, metalness, roughness, transparency and emission, optionally placed in an editor slot.
create_physical_material
Create a dark matt concrete material and put it in slot 1
Pro
Create a V-Ray material with diffuse, reflection, glossiness, metalness, IOR, refraction, fog colour, Fresnel and a rounded-edges radius, optionally assigned to objects.
create_vray_material
Make a white painted steel V-Ray material with 4 mm rounded edges and assign it to the columns
Pro
Read a material's class and properties: Physical Material values, V-Ray material values (diffuse, reflection, glossiness, IOR, Fresnel, refraction, fog), the map slots that carry a texture, and the sub-materials of a Multi/Sub-Object material.
get_material_properties
Show me the properties of the Concrete material
Free
Browse the materials and maps in the scene, the editor slots, the current library or a library file on disk, without assigning anything.
inspect_material_library
What materials are in the studio library file?
Pro
Read a whole material graph: sub-materials, shared maps, values, texture paths and missing files.
inspect_material_network
Show me the full graph of the brick material
Pro
Read a MultiTexture map: its images in order, missing files, weights and settings.
inspect_multi_texture
Which images does the floor MultiTexture use?
Pro
List scene materials with class and how many objects use each.
list_materials
What materials are in this scene?
Free
Deal out colour-shifted variants of a material across named objects so clones do not all look identical.
randomize_materials
Give the 40 chairs four slightly different versions of the fabric material
Pro
Swap every use of one material for another across the scene or on named objects, including Multi/Sub-Object slots, reporting exactly what changed.
replace_material
Replace the placeholder concrete with the new brushed metal everywhere
Pro
Save chosen materials, or the scene or editor set, as a material library file. An existing file is replaced only when you ask, and a backup is kept.
save_material_library
Save the facade materials as a library file
Pro
Set a single property on a material.
set_material_property
Set the roughness of Concrete to 0.8
Pro
Put a material into a Multi/Sub-Object slot by material ID, growing the slot list when the ID is new or wrapping a plain material into a multi first.
set_sub_material
Put the glass material into ID 3 of the window material
Pro
Preview, then change a MultiTexture map: its settings or its image list, as one undo step.
update_multi_texture
Raise the hue variation on the floor MultiTexture a little
Pro
Create an OSL shader map from source code or an .osl file, compiled live by the host, optionally plugged straight into a material slot with its inputs reported.
write_osl_shader
Write an OSL checker shader and plug it into the floor's base colour
Pro

Mesh

Audit and repair geometry - normals, polygon reduction, welding, smoothing and edge finishing.

ToolExample promptEdition
Read-only mesh health audit: degenerate faces, isolated vertices, open edges and inside-out normals, ranked worst first. Changes nothing.
audit_mesh
Check the mesh health of everything in the scene
Free
Soften hard edges with a small bevel above an angle threshold - the finishing pass that stops renders reading as computer made.
chamfer_edges
Chamfer the hard edges on the joinery at 2mm before rendering
Pro
Cap open borders, weld coincident vertices, remove isolated and redundant collinear vertices, and report what each pass changed.
clean_mesh
Clean up the imported furniture meshes
Pro
Set the crease value on edges chosen by rule: all, borders, by angle, material boundaries, smoothing boundaries or the current selection, so subdivision keeps them.
crease_edges
Crease the hard edges on the glass sheet so TurboSmooth keeps them
Pro
Edit individual vertices in world space: read positions, move with soft falloff, set exact positions, or conform vertices onto another object or a spline - the way scans and reference geometry become clean topology.
edit_vertices
Pull the terrain vertices under the building flat onto the slab
Pro
The production edge finish in one call: a small chamfer on real corners, smoothing across it, collapsed, with the chamfered edges creased.
finish_edges
Finish the edges of the kitchen carcass with a 2 mm chamfer
Pro
Correct normal direction with a Normal modifier - auto mode measures each mesh and flips only the ones that are inside out.
fix_normals
Fix the inside-out normals on the imported model
Pro
Flip chosen base-mesh faces from an inspection, in one undo step with the modifier stack preserved.
flip_mesh_faces
Flip the faces inspect_mesh flagged as inward on the shell
Pro
Inspect base polygons or evaluated triangles, vertices, topology issues and face winding, returning component indices and an inspection token. Read only.
inspect_mesh
Inspect the shell mesh for flipped faces and open edges
Pro
Reduce polygon count with ProOptimizer, keeping a chosen percentage of vertices, with real before and after face counts.
optimize_mesh
Reduce the trees to 30 percent of their vertices but protect the UVs
Pro
Highlight base-mesh faces or vertices by index from an inspection, preserving the modifier stack.
select_mesh_components
Select the open-edge vertices inspect_mesh found on the shell
Pro
Set material IDs on faces chosen by rule (all, by normal direction, element, height or face ids), or number every element in turn.
set_material_ids
Give the top faces of the worktop material ID 3
Pro
Rebuild smoothing groups by face angle so curved surfaces stop rendering faceted.
smooth_mesh
Smooth the imported column shafts at 40 degrees
Pro
Weld vertices within a distance threshold, closing the split seams imported geometry usually arrives with.
weld_vertices
Weld the vertices on the facade panels at 1mm
Pro

Model Library

Turn a folder of your own 3ds Max models into a searchable library - index it, find a match by words or against a reference image, preview the candidates and load the one you choose.

ToolExample promptEdition
Save a description, tags and a confidence note against a library model, so the next search finds it by what it is.
annotate_model_library
Tag that model as a mid-century oak armchair
Pro
Attach a rendered preview image to a library model that has none, without editing the model.
attach_model_library_preview
Use this render as the preview for the new lamp model
Pro
Build or refresh a catalogue of a folder of .max models and their preview images, without opening a single file.
index_model_library
Index my furniture folder as a model library
Pro
Read colour, layout and edge features from the library preview images, so models can be ranked against a reference picture.
index_model_library_visuals
Prepare the furniture library for image matching
Pro
Preview what a library model contains, then merge it into the scene with name clashes renamed. The source file is not changed.
load_model_library_asset
Load the chosen armchair into the scene
Pro
Show up to twelve library models side by side as a labelled contact sheet, from their existing previews.
preview_model_library
Show me the top six sofa candidates side by side
Pro
Rank library previews against a reference image, or a crop of one, by colour, layout and edges. The score measures appearance, not what the object is.
rank_model_library
Which library chairs look most like the one in this photo?
Pro
Search the library by file name and by the descriptions and tags saved for each model.
search_model_library
Find oak dining chairs in my model library
Pro

Modification

Transform and organise what is already there.

ToolExample promptEdition
Align objects to a target object, per axis.
align_objects
Align the selected objects to Column001 in X and Y only
Pro
Preview, then apply a set of property changes read with inspect_properties. Values are read back, and put back if anything fails.
apply_property_patch
Set the camera f-stop to 5.6 and the ISO to 200
Pro
Delete named objects.
delete_objects
Delete Box001 and Box002
Pro
Group named objects under a group name.
group_objects
Group the selected panels as Facade_Bay_01
Pro
Hide or unhide objects by name or pattern, or unhide everything.
hide_objects
Hide everything on the Site layer
Pro
Hide everything except the named objects so a screenshot shows only them; mode end unhides everything again.
isolate_objects
Isolate the staircase so we can look at it on its own
Pro
Link objects as children of a parent so the assembly moves, rotates and scales together; a link that would make a loop is refused.
link_objects
Link the tap and the sink to the worktop
Pro
Mirror objects about an axis, optionally cloning and offsetting.
mirror_objects
Mirror the selection about X and keep a copy
Pro
Move objects by a relative offset or to an absolute position.
move_objects
Move the selection 1500mm up in Z
Pro
Rename objects explicitly, or in bulk with a prefix or suffix.
rename_objects
Rename everything selected with the prefix FAC_
Pro
Swap a set of objects for a chosen one, keeping each position, pivot, parent, name and layer. Preview first, as instances or as copies.
replace_objects
Replace all the placeholder chairs with the new chair model
Pro
Reset XForm: bake rotation and scale into the geometry, collapse, and put the pivot at the base, centre or top without moving anything.
reset_transform
Reset the transforms on the mirrored doors and put their pivots at the base
Pro
Rotate objects by Euler angles, relative or absolute.
rotate_objects
Rotate Column001 by 45 degrees about Z
Pro
Scale objects uniformly or per axis, relative or absolute.
scale_objects
Scale the selection to 150 percent
Pro
Set wire colour, renderable, shadow casting and receiving, and frozen state.
set_object_properties
Make the selection non-renderable and freeze it
Pro
Ungroup named groups.
ungroup_objects
Ungroup Facade_Bay_01
Pro
Unlink objects from their parent, keeping their world position.
unlink_objects
Unlink the water from the pool base
Pro

Modifiers

Work the modifier stack - add, configure, remove and collapse.

ToolExample promptEdition
Add a modifier by friendly name with properties: bend, twist, taper, shell, turbosmooth, edit poly, UVW map, noise, symmetry, lattice, smooth, relax, push, skew, chamfer, slice, normal, FFD (2x2, 3x3, 4x4, box, cylinder), quadify, mesh cleaner, normalize spline, UVW xform and clear, vertex weld, cap holes, spline chamfer, boolean, array, displace, meshsmooth, OpenSubdiv, subdivide, spherify, xform, edit mesh, edit spline, morpher, skin wrap, weighted normals, mirror, extrude, lathe, sweep, stretch.
add_modifier
Add a shell modifier 20mm thick to the selected surfaces
Pro
Collapse the modifier stack to editable geometry.
collapse_stack
Collapse the stack on everything selected
Pro
List the modifier stack on an object, in order.
list_modifiers
What modifiers are on Box001?
Free
Mirror half a model with a Symmetry modifier on any combination of planes, the plane placed and rotated by typed values; weld off by default, optional collapse and manual seam weld.
mirror_geometry
Mirror the left half of the chair across X
Pro
Remove a modifier from the stack by index.
remove_modifier
Remove the second modifier from the selection
Pro
Set one property on one modifier in the stack, addressed by index.
set_modifier_property
Set the turbosmooth iterations on Box001 to 2
Pro
Cut objects with a world-aligned plane at a typed position: refine, split, or remove one side, with capping.
slice_mesh
Slice the column at 2.4 m and remove everything above
Pro

Placement

Put many things in the right place - arrays, spline distribution, surface scatter, pivots and dropping onto surfaces.

ToolExample promptEdition
Save a description and tags against a Forest Pack library plant, so later searches find it by what it is.
annotate_forest_library
Note that this library item is a young silver birch
Pro
Linear, radial or grid arrays, instanced by default so editing one edits them all.
array_objects
Array the column in a 6 by 4 grid at 8 metre centres
Pro
Create an editable Chaos Scatter of imported models over named surfaces with source weights, seeded scale and rotation, collisions and slope limits; reports the generated instance count.
create_chaos_scatter
Scatter the three downloaded shrubs across the lawn surface with collisions on
Pro
Scatter source objects across surfaces with the Forest Pack plugin: cell size controls density, with probability weights, random scale and rotation ranges, optional collision, all seeded - and the generated item count reported so an empty scatter is caught.
create_forest_scatter
Scatter the three shrub models across the site with two metre spacing
Pro
Grow a lawn on a surface as fur strands or scattered clumps, with length, thickness and density (needs V-Ray).
create_grass
Put a lawn on the garden plane
Pro
Create a parametric RailClone object from a library style along spline paths - fences, railings, walls, mouldings, curbs, road markings - reporting segments, parameters and generated faces.
create_railclone
Run the Metal Fence 1 style along the boundary spline
Pro
Place an instanced ring of trees from named sources at a distance band, in staggered rows, with an open arc towards the camera.
create_tree_belt
Surround the house with a belt of the maples at 50 to 75 m, leaving a gap on the camera side
Pro
Place clones along a spline: evenly by arc length, butted end to end by their own length, or one on each control point - fence posts and panels in two calls.
distribute_along_spline
Run fence panels end to end along the boundary spline
Pro
Drop objects straight down so they sit on a surface, or on the ground plane when no surface is given.
drop_to_surface
Drop the furniture onto the floor
Pro
Read a Chaos Scatter's generated count, sources, weights, surfaces, areas, seed and transform settings without changing it.
get_chaos_scatter_info
What is in the lawn scatter and how many instances did it make?
Pro
Inspect a Forest Pack scatter: edition, generated item count, sources with probabilities, areas, density and randomisation ranges.
get_forest_info
How many items is the tree scatter generating?
Pro
Inspect a RailClone object: style, base splines, segments, exposed parameters with their values, and face count.
get_railclone_info
What parameters can I change on the fence?
Pro
Read what a RailClone object generated at the current frame: its segments, where they sit and how big they are. Needs RailClone 7.3.5 or newer.
get_railclone_output
How many posts did the fence generate, and where?
Pro
Read the complete definition of a RailClone style, ready for a guarded change. Needs RailClone 7.3.5 or newer.
get_railclone_style
Read the style of the balcony railing
Pro
List the Forest Pack plant library on this machine with English and Latin names, kind (object, preset or billboard) and edition, filtered by name, Latin name or folder.
list_forest_library
What shrubs are in my Forest Pack library?
Pro
List the RailClone style library on this machine - fences, railings, mouldings, curbs and more - with the exact path create_railclone expects and the edition each item needs.
list_railclone_styles
What fence styles are in the RailClone library?
Pro
Merge Forest Pack library plants with their materials as hidden scatter sources, or load a preset such as a lawn onto named surfaces.
load_forest_library_items
Load the common grass lawn preset onto the Terrain
Pro
Return a labelled thumbnail grid of 1 to 12 Forest Pack library items so the AI can pick the plants closest to a reference image.
preview_forest_library
Show me the yew, box and lavender from the Forest library next to each other
Pro
Bake a RailClone object into editable scene geometry on a named layer using the plugin's instancing engine (RailClone Pro edition).
railclone_to_mesh
Bake the fence to real geometry so I can edit it
Pro
Jitter the position, rotation and scale of named objects by small seeded amounts so repeated objects lose their machine-made regularity.
randomize_transforms
Slightly randomise the rotation and scale of the chairs
Pro
Scatter seeded random clones across a surface, weighted by face area, with rotation and scale variation - the same seed reproduces the same scatter.
scatter_on_surface
Scatter 200 trees across the terrain with random rotation and scale
Pro
Edit an existing Chaos Scatter: only the parameters you pass change; reports the actual generated instances.
set_chaos_scatter
Halve the density of the lawn scatter and raise the maximum scale to 120 percent
Pro
Add include or exclude areas to a Forest Pack scatter from closed splines - clear items off paths, buildings or water - with the item count reported after.
set_forest_areas
Keep the scatter out of the driveway outline
Pro
Change how a Forest Pack scatter distributes its items: cell size as the density control, plus seed, collision and an optional greyscale density map.
set_forest_distribution
Make the planting half as dense
Pro
Change the per-item randomisation of a Forest Pack scatter: scale and rotation ranges, tilt, positional jitter and mirroring.
set_forest_transforms
Give the trees more size variation and a little lean
Pro
Move the pivot without moving geometry: centre, bottom, top or an exact point. Set it before rotating, scaling or placing.
set_pivot
Set the pivot of each tree to its base
Pro
Set one exposed style parameter on a RailClone object by name - a post spacing, panel height or corner mode - with the object rebuilt and the new face count reported.
set_railclone_parameter
Set the fence post spacing to 2.5 metres
Pro
Preview, then replace a RailClone style definition as one undo step, keeping the object, its position, material and modifiers.
set_railclone_style
Apply the edited style to the balcony railing
Pro

Query

Read and measure the scene - objects, properties, selection, statistics and dimensions. Free apart from the property search.

ToolExample promptEdition
Find objects whose property matches a value - the query that answers "which ones are wrong".
find_objects_by_property
Find every object that is not renderable
Pro
See what depends on an object and what it depends on - instances, constraint users, wired objects, materials and controllers - before you delete or replace it.
get_dependencies
What depends on the stadium roof before I delete it?
Pro
Dump the parent and child tree of the scene or any subtree as nested names and classes, depth-limited and capped so large scenes stay readable.
get_hierarchy
Show me the hierarchy under the rig root
Pro
Discover what this installation can do: Max version, current and installed renderers, which supported plugins are present with their editions, units and scene scale.
get_host_capabilities
What renderers and plugins does this 3ds Max have?
Free
Full property read for named objects - transform, geometry, layer, material and display flags.
get_object_properties
Give me the properties of Box001 and Sphere002
Free
Read which renderers and third-party plugins the connector has dedicated tools for, and what is and is not covered for each.
get_plugin_support
What does the connector support for Corona and Forest Pack?
Pro
Compare the scene against an earlier baseline: which objects were added, removed or changed, with before and after values.
get_scene_delta
What has changed on the Structure layer since the baseline?
Pro
Scene name, file path, unit setup, object count and current frame.
get_scene_info
What is this scene and what units is it in?
Free
Scene totals plus the heaviest objects by face count - the first stop when a scene feels slow.
get_scene_statistics
What are the heaviest objects in this scene?
Free
What is currently selected in the scene.
get_selection
What have I got selected?
Free
Reflect over any object, including third-party plugin objects: every property with its current value on the node, base object and each modifier, plus interfaces and instance count.
inspect_object
Show me every property on the stair object and its modifiers
Pro
Read the typed properties of an object, modifier, material, map or renderer, with what is shared or animated. The starting point for a guarded edit.
inspect_properties
Show me the properties of the main camera
Pro
List groups and their members.
list_groups
What groups are in this scene?
Free
List objects, optionally filtered by name pattern, category or layer.
list_objects
List every object on the Facade layer
Free
Discover the object, modifier, material, map and renderer classes installed in this 3ds Max, plugins included, without creating anything.
list_plugin_classes
Which light classes are installed here?
Pro
Measure without changing anything: bounding box, pivot, face counts, surface area, volume, and the distances and gap between two named objects.
measure_objects
Measure the crate and tell me its exact dimensions and volume
Free
Check the connector is alive and reachable from your AI client.
ping
Are you connected to 3ds Max?
Free
Read a set of scene objects with stable references that survive renaming, and keep a baseline to compare against later.
query_scene_objects
Take a baseline of everything on the Structure layer
Pro
Look up objects by the stable references from an earlier read. A deleted or replaced object is reported, never swapped for one with the same name.
resolve_object_refs
Are the columns I listed earlier all still there?
Pro
Select objects by exact name or name pattern, replacing or adding to the selection.
select_objects
Select everything whose name starts with Column
Free

Rendering

Configure and run renders, one frame or every camera at once.

ToolExample promptEdition
Render every camera to its own image file in one call, named after the camera.
batch_render_cameras
Render all the cameras to the deliverables folder at 1920 by 1080
Pro
Current output size, output path, renderer and frame range.
get_render_settings
What are the render settings?
Free
List the scene's atmospheric effects - fog, volume light, fire - and render effects with their index, class and active state.
list_scene_effects
What atmospherics are in this scene?
Pro
Render a frame to a file, optionally from a named camera at a given size.
render_frame
Render frame 0 from Camera001 at 1920 by 1080
Pro
Write a 32-bit EXR with chosen render elements (reflection, refraction, GI, lighting, Z depth, velocity, alpha) for grading in post.
set_output_exr
Render to EXR with Z depth and reflection passes
Pro
Apply a test, preview or final quality preset: noise threshold, render time cap, denoiser and colour mapping.
set_render_quality
Set render quality to final
Pro
Set the output width, height and output path.
set_render_settings
Set the render to 1920 by 1080
Pro
Switch the production renderer.
set_renderer
Switch to V-Ray
Pro
Enable, disable or delete one atmospheric or render effect by its index.
set_scene_effect
Turn off the volume fog
Pro
Set up a white-card study: an occlusion override material, a soft dome and a key light, with the scene's own materials untouched.
setup_clay_render
Give me a clay render of the model
Pro
Light the scene with an HDR sky image in a dome light, rotated to place the sun, with existing suns switched off.
setup_hdri_environment
Light the scene with the overcast HDRI rotated 40 degrees
Pro

Scene Health

Audit the whole scene, clean what the audit flags, and checkpoint before risky work.

ToolExample promptEdition
Read-only scene health report: duplicate names, missing asset files, empty layers and groups, unassigned materials and embedded script residue. Changes nothing.
audit_scene
Audit this scene before I start working on it
Free
Save a whole-scene checkpoint to the hold buffer before risky multi-step work.
checkpoint_scene
Checkpoint the scene before we try the booleans
Pro
Fix what the audit flags: rename duplicate names, delete empty layers and groups, optionally strip persistent globals, free memory.
cleanup_scene
Clean up the scene and fix the duplicate names
Pro
Save a verified copy of the scene as a recovery point, without touching the file you are working in or any earlier point.
create_recovery_point
Create a recovery point before we restructure the facade
Pro
Check a set of objects for heavy meshes, shared geometry, duplicate names and group clutter - the usual reasons a scene has grown. Changes nothing.
inspect_scene_bloat
Why is this scene so heavy? Check the furniture objects
Pro
List the recovery points saved for this scene, from this and earlier sessions, including any that are incomplete.
list_recovery_points
What recovery points do I have for this scene?
Pro
Redo the last undone connector actions.
redo_last
Redo that
Pro
Preview, then tidy a set of objects: rename duplicates and remove empty group heads. No geometry, material or layer is deleted.
repair_scene_objects
Fix the duplicate names in the imported set
Pro
Restore the scene from the last checkpoint in one call, discarding everything since.
restore_checkpoint
That went wrong - restore the checkpoint
Pro
Preview, then restore the scene from a recovery point. The current state is saved as a new point first, and the restore opens as a separate working copy.
restore_recovery_point
Restore the recovery point from before the facade change
Pro
Reload the scene as it was when the session started, discarding everything since.
restore_session_start
Put the scene back to how it was when we started
Pro
Set the scene's system units, and optionally the display units. Set the system units before importing CAD or mesh files - a millimetre drawing brought into an inch scene lands at the wrong real-world size, and every export after that inherits the error. Returns the previous and new units so the change is auditable.
set_units
Set the scene system units to millimetres before I import this DWG
Pro
Save a verified session-start recovery copy. Restore uses a preview/apply flow.
snapshot_session
Take a snapshot before we start
Pro
Undo the last connector actions, one undo entry per tool call.
undo_last
Undo the last three changes
Pro

Scripting

The escape hatch for anything the typed tools do not cover.

ToolExample promptEdition
Run MAXScript directly - the escape hatch for anything the typed tools do not cover: lofts, complex booleans, bulk parametric builds. One undo entry per call, and the result reports what the script created.
execute_maxscript
Run a MAXScript one-liner to report the scene bounding box
Pro
Run a list of tool calls in one trip, as a single undo step. Results come back in order, and it can stop at the first failure.
run_batch
Create all twelve columns in one go
Pro
About execute_maxscript. It runs the script you ask for in your own session, with the same rights you already have in 3ds Max, and needs a Pro licence. Every call runs as a single undo entry and reports the objects it created, so one Ctrl+Z reverses one call and nothing happens silently.

Sessions

See what the AI is connected to and, with more than one 3ds Max open, choose which one it works in.

ToolExample promptEdition
Report which session the AI is pointed at, and whether its scene has changed since.
get_selected_max_instance
Which session are you working in?
Pro
A quick picture of the open scene: save state, object count, renderer, units, timeline, top-level objects and the selection.
get_session_context
Give me a summary of the scene I have open
Pro
Report the connector version and edition, the 3ds Max release, the open scene, how many tools this session offers and the administrator policy in force.
get_session_info
Which 3ds Max and which edition am I connected to?
Free
List the 3ds Max sessions open on this computer, with the scene each one has open.
list_max_instances
Which 3ds Max sessions are open right now?
Pro
Let go of the chosen session, without closing 3ds Max or changing its scene.
release_max_instance
Stop working in that session
Pro
Point the AI at one 3ds Max session and its scene. Used when more than one is open.
select_max_instance
Work in the 3ds Max that has the stadium scene open
Pro

UV

Audit and fix texture mapping - measured texel density, preparation, unwrapping, flattening, relaxing and packing.

ToolExample promptEdition
Add an Unwrap UVW modifier in whole-object mode, or reuse the one already on the stack.
add_unwrap
Add an unwrap modifier to the sofa
Pro
Read-only UV audit: texel density per object against the set median, UV coverage and bounds, ranked worst first. Changes nothing.
audit_uv
Audit the UVs across the scene and tell me which objects have inconsistent texture scale
Free
Unwrap end to end in one pass: add Unwrap UVW, flatten by angle, relax the distortion, then pack the clusters.
auto_unwrap
Auto unwrap the hero props ready for baking
Pro
Flatten UVs into clusters by face angle and lay them out in the 0-1 square.
flatten_uv
Flatten the UVs on the staircase at a 45 degree threshold
Pro
Repack UV clusters into the 0-1 square with a chosen gap and report the packing efficiency per object.
pack_uv
Repack the UVs on these objects and tell me the efficiency
Pro
Strip old mapping modifiers, reset transforms and collapse - the preparation whose absence is why mapping goes wrong on CAD and BIM geometry.
prepare_for_mapping
Prepare the imported furniture for fresh mapping
Pro
Relax UV distortion over a number of iterations, keeping cluster boundaries locked by default.
relax_uv
Relax the UVs on the chair to even out the stretching
Pro
Apply box mapping at an exact texel density, so texture scale is consistent and measured across a whole set of objects.
set_texel_density
Give everything in the kitchen a texel density of 512 pixels per metre at 1K
Pro

Views and Cameras

Drive the viewport, see the scene as images, and compose cameras.

ToolExample promptEdition
Capture several viewport angles into one side-by-side contact sheet - front, sides, top and perspective in a single image.
capture_multi_view
Give me front, left, top and perspective views of the chair in one image
Pro
Create a physical camera with focal length and an exposure preset (sunny exterior, overcast, interior daylight, interior evening, night), using the active renderer's own camera class.
create_physical_camera
Add a 28 mm physical camera at eye level looking at the entrance, set for a sunny exterior
Pro
A target camera orbiting the named objects over a set number of frames, auto-fitted so they stay in frame.
create_turntable
Create a 200 frame turntable of the product
Pro
Write a PNG of the active viewport, optionally scaled to a width.
create_viewport_screenshot
Take a screenshot of the viewport at 1600 wide
Free
Move and aim a camera so the named objects fill its frame, allowing for the render aspect ratio - compose shots deliberately instead of guessing.
frame_camera_to_objects
Frame the hero camera on the building from the south east
Pro
Active viewport type, camera and render level.
get_viewport_info
What am I looking at right now?
Free
Render a contact sheet of candidate views from random bearings around the subject so a frame can be chosen before the real render.
random_shots
Show me six candidate shots of the house
Pro
Set the render aspect and width for a camera (1:1, 3:2, 4:3, 16:9, 2.35:1, portrait) and optionally its focal length.
reframe_camera
Reframe the hero camera to 16:9 at 2400 px
Pro
Re-expose an existing physical camera by preset or by f-number, shutter speed and ISO.
set_camera_exposure
Set the hero camera to f/8, 1/250, ISO 100
Pro
Set wireframe or shaded display, with optional edged faces.
set_display_mode
Show the viewport shaded with edged faces
Pro
Switch the active viewport to top, front, left, right, perspective or a named camera.
set_viewport
Switch to the top view
Free
Zoom to the whole scene or just the selection.
zoom_extents
Zoom to the selection
Free

Troubleshooting

Connection Issues

If your AI app cannot connect to 3ds Max:

  • Keep 3ds Max open and check the MCP Connector Status macro.
  • Run MCP Connector Setup, then fully quit and reopen your AI app. For Claude Desktop, quit from the system tray.
  • Check that the Bridge executable has not been blocked by antivirus.
  • Ask the AI to run ping to check connectivity.
  • With several 3ds Max sessions open, ask for list_max_instances, then select the intended scene with select_max_instance.
  • In Claude Desktop, use Chat. In ChatGPT Desktop, use Work and start a new conversation if the connection has dropped.

Tools Not Appearing

  • Check the app's MCP configuration and that the connector is enabled.
  • Restart the AI app completely after configuration changes.
  • Check your licence and administrator permissions if particular tools are missing.
  • Ask get_session_info for the connector version, edition and policy in force.

Frequently Asked Questions

The connector works in the scene open in the selected 3ds Max session. If several sessions are running, ask your AI assistant to list them with list_max_instances and choose one with select_max_instance. With several sessions and none selected, the connector asks you to choose. get_selected_max_instance reports the current selection.

The Tool Reference lists the available tools by category, with example prompts and an edition label. The free edition provides read-only scene queries and checks. Pro adds scene creation, editing, materials, rendering and the other tools labelled Pro.

Keep 3ds Max open, run MCP Connector Setup, then fully quit Claude Desktop from the system tray and reopen it. Use Chat mode. The 3ds Max connector supports the standard and Microsoft Store configuration locations. Check MCP Connector Status if the connection is still missing.

Yes. Run MCP Connector Setup to configure ChatGPT / Codex. The entry is written to %USERPROFILE%\.codex\config.toml, shared with the Codex CLI. Fully quit and reopen ChatGPT, then ask it to ping 3ds Max in Work. Start a new Work conversation if the MCP connection is no longer available.

Changelog

v1.6.2 Latest 16 October 2026
  • Recovery verification fix. Camera and light target nodes no longer cause a false saved-scene object-count mismatch that blocks scripts, renaming, moves and saving. Recovery copies retain those nodes, and duplicate object names remain supported.
  • Useful failure diagnostics. Recovery reports include live, comparable and saved-index object counts, excluded targets, class counts and missing or unexpected name samples.
  • Optional compatibility setting. An optional automatic verification warning mode allows an automatic metadata mismatch to continue with a visible warning. Strict verification remains the default; save and integrity failures still stop the edit.
v1.6.1 11 October 2026
  • Live licence discovery. The Bridge gets tool availability from the running plug-in, so a stale Free manifest no longer hides tools from a licensed Pro session. The local manifest remains the fallback when the host cannot be reached.
  • Licence enforcement. Improved consistency when licence state changes. Paid operations still require entitlement in the native plug-in; tool discovery does not grant it. Existing signed offline allowances remain supported.
  • Bridge dependencies. Updated the MCP transport dependencies and verified the packaged Bridge discovery behaviour.
v1.6.0 October 2026

Tool lock-out and an audit log for IT, the Corona workflow, a library of your own models, recovery points, and working across more than one 3ds Max session

  • 68 new tools - now 268 MCP tools (25 free, 243 Pro)
  • Administrator policy (Pro): an administrator can switch tools off on a computer, or allow only a named list. A switched-off tool is not offered to the AI and is refused if it is called, inside a batch as well. It is set by an administrator per computer, so a standard user cannot lift it. Off by default
  • Audit log (Pro): keep a record of every tool call - who asked, on which computer and scene, through which AI app, and what came of it - copied to a folder you choose. Off unless an administrator turns it on
  • Corona: lights, LightMix, tone mapping, proxies, the frame buffer, resumable renders and Cosmos assets, each as a typed tool
  • Your own model library: index a folder of 3ds Max models, find a match by words or against a reference image, preview the candidates side by side and load the one you choose
  • Recovery and tracking: save a verified recovery point before a big change and restore it later; take a baseline and ask exactly which objects have changed since
  • More than one 3ds Max: list the open sessions and choose which one the AI works in. The new free tool get_session_info reports the version, edition and scene you are connected to
  • Materials and properties: read any object, material or renderer property and change it with a preview and a read-back; inspect a whole material graph, clone a variant, save a library, merge duplicate copies
  • Scenes in bulk: search scene files by object name without opening them, move a set of objects between scenes with units matched, and queue resaves, previews and renders to run in a separate 3ds Max
  • Plugins: FloorGenerator floors, MultiTexture maps, and RailClone styles read and replaced as a whole
v1.5.2 September 2026

Plant a scene from a reference image: Forest Pack library, Chaos Cosmos and local asset pipelines, Chaos Scatter, PBR materials, mesh inspection, scene packaging

  • 27 new tools - now 200 MCP tools (24 free, 176 Pro), every one exercised against a live 3ds Max 2027 session before release
  • Forest Pack library: list the plant library with English and Latin names, preview thumbnails against a reference image, load plants with the material set for the current renderer or drop a lawn preset onto a surface, and scatter library plants straight from create_forest_scatter
  • Chaos Cosmos: search the catalogue, preview candidates against a reference image, download and place assets, then scatter them with Chaos Scatter and tune the result
  • Downloaded asset packages: receive packages from the asset launcher, index them into a local catalogue, search and preview them, and import a chosen mesh with its materials
  • Materials: build a native V-Ray or Corona physical material from a set of PBR maps, matched to the current renderer
  • Mesh: inspect topology and face winding with a repeatable inspection token, select the flagged components, flip chosen faces without collapsing the stack
  • Scene packaging: package a scene with its dependencies, a preview and a SHA-256 manifest, then verify the package by reopening it in a separate 3ds Max Batch process
  • Layers and animation: rename layers, nest them under a parent, move the time slider to any frame including subframes
  • RailClone 7: library styles created by the current RailClone release are adopted correctly
  • Fixed: the V-Ray material set is chosen when V-Ray is the renderer; a plant or style library left behind by a Lite edition no longer lists every item twice
v1.5.1 September 2026

3ds Max 2022 and 2023 support, batched tool runs, more AI clients

  • 3ds Max 2022 and 2023 support: the connector now installs and runs on 2022 through 2027. A small number of tools rely on 3ds Max features added after 2022 and will say so rather than failing quietly; the boolean tool's default mode works on every supported release
  • run_batch, now 173 MCP tools (24 free, 149 Pro): send up to 500 tool calls in one trip, run in order on the main thread as a single undo step
  • More AI clients: one-click setup now covers GitHub Copilot in VS Code and Visual Studio, the Copilot CLI, and Grok Build, alongside Claude Desktop, ChatGPT, Codex and Cursor
  • Fixed: apply_dirt no longer leaves the surface black in the viewport. The occlusion map is render-only, so map display is switched off and the diffuse colour shows on screen; judge dirt in a render, not a screenshot
v1.5.0 September 2026

33 new tools: Forest Pack and RailClone, rigging and wiring, deep inspection, smart import

  • 33 new tools - now 172 MCP tools (24 free, 148 Pro), every one exercised against a live 3ds Max 2027 session before release
  • Forest Pack: create scatters and tune density, areas and randomisation, with the generated item count verified on every change; works with the Pro and free Lite editions
  • RailClone: browse the style library, run fences, railings, mouldings and curbs along splines, read and set style parameters, bake to editable geometry (Pro edition)
  • Rigging: assign constraints, script, expression, noise, list and spring controllers; add weighted constraint targets; wire parameters between objects with expressions; key-level editing - list, delete, move, scale, bake to keys, tangents and loop modes
  • Inspection: reflect over any object including third-party plugin objects, dependency webs, hierarchy trees, and a free environment-discovery tool that reports renderers and plugins
  • Materials: build a wired PBR material from a texture folder, swap materials scene-wide, edit Multi/Sub-Object slots by material ID, write OSL shaders compiled live
  • Files: list what is inside a .max file without opening it, merge only named objects, batch-import a folder of models onto a layout grid
  • Modelling and scene: vertex-level editing with soft falloff and conform onto geometry or splines, floor plans from room lists, atmospheric and render effect control, multi-view contact sheets
v1.3.0 August 2026

38 new tools: look development, Chaos Cosmos, modelling and joinery

  • 38 new tools - now 139 MCP tools (23 free, 116 Pro), every one exercised against a live 3ds Max 2027 session before release
  • Look development: switch renderer, test / preview / final quality presets, EXR output with render elements, one-call clay studies, physical cameras with exposure presets, random-shot contact sheets, reframing to any aspect, HDRI sky domes
  • V-Ray materials: create, texture, add dirt and randomise across clones; get_material_properties and apply_bitmap_texture now read and write V-Ray materials and list Multi/Sub-Object sub-materials
  • Context: list and place Chaos Cosmos assets, instanced tree belts, lawns, transform jitter, built-in profile sweeps, displacement
  • Modelling: rule-based face selection (by direction, element, material ID, height or face id) for inset, extrude and material IDs; production edge finishing (chamfer, smoothing, crease) and crease by rule; mesh clean-up and border capping; Reset XForm with pivot placement; Symmetry mirroring and planar slicing by typed values; object linking
  • Joinery in one call: cabinet and wardrobe carcasses with plinth, shelves and hinged doors; boards or tiles filling any rectangle or closed outline
  • add_modifier accepts 34 more modifiers by friendly name (chamfer, slice, FFD, quadify, boolean, array, sweep, lathe and more); boolean_objects gains the Boolean modifier and voxel engines; keep_environment on the sun and HDRI tools for scenes that arrive lit
  • Session safety: automatic session snapshot before the first change, undo and redo of connector actions, restore to session start
  • Fixed: zoom extents on 3ds Max 2027
v1.2.3 August 2026

Security hardening and update check removed

  • Security hardening of the connector's local communication channel and its diagnostics
  • Diagnostic logging is now off by default. Set MCPCONNECTOR_LOG_ENABLED=1 and restart 3ds Max to collect a log for support
  • The in-product update check is removed. The connector no longer checks for updates and no longer contacts a version endpoint. Outbound network calls are limited to licence activation, deactivation and validation. Check the Autodesk App Store or the product page for new releases
v1.2.1 August 2026

Scene units as a typed tool, and a reply-parsing fix

  • New tool: set_units. Set the scene's system units, and optionally the display units. Getting this right before importing CAD or mesh files matters - a millimetre drawing brought into an inch scene lands at the wrong real-world size, and every export after that inherits the error. The previous and new units are both returned so the change is auditable
  • Fixed large numbers breaking a reply. Scene values above a certain size were embedded in a form the AI client could not parse, so an operation that had actually succeeded came back as a failed response. Most visible on exports of large scenes
v1.2.0 August 2026

37 new tools, scene health and the full UV suite

  • 37 new tools - now 172 MCP tools across 16 categories, every one exercised against a live 3ds Max session before release
  • Model from photos: reference-image planes at real-world scale, plus booleans, spline sweep/extrude/lathe, chamfer edge finishing and one-call physical daylight with correct exposure
  • Placement at scale: arrays, spline distribution (even, end to end, or on control points), seeded surface scatter, pivots and drop to surface
  • Scene health: read-only audit, cleanup, whole-scene checkpoints, missing-asset relinking and per-camera batch rendering
  • Full UV suite now working: flatten, relax, pack and auto unwrap alongside the measured texel-density tools
  • Renders run prompt-free, so unattended batches can never stall on a dialog
  • Free tier grows to 23 read-only tools, adding the scene audit and measurement
v1.0.0 July 2026

First release

  • First release - 63 MCP tools across query, creation, modification, modifiers, materials, layers, views, animation, rendering, files and scripting
  • 19-tool read-only free tier; Pro unlocks the remaining 44
  • Auto-configuration for Claude Desktop, ChatGPT Desktop and Cursor, including Microsoft Store builds of Claude Desktop
  • Per-seat licensing with a live view of which machines are using a licence

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