MCP Connector for 3ds Max Documentation

Complete guide to installing, configuring, and using MCP Connector for 3ds Max - 173 MCP tools across 16 categories, including the 24 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 and wires up any AI clients it finds.
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 installer configures every supported AI client it can find. To re-run it later - after installing a new client, for example - 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 Desktop

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

Path
%USERPROFILE%\.codex\config.toml

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 173 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

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

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.

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
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
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
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
Select objects by exact name or name pattern, replacing or adding to the selection.
select_objects
Select everything whose name starts with Column
Free

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
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
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

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
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
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

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
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

Placement

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

ToolExample promptEdition
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
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
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
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
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
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

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

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
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 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
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
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
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

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

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
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
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

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
Redo the last undone connector actions.
redo_last
Redo that
Pro
Restore the scene from the last checkpoint in one call, discarding everything since.
restore_checkpoint
That went wrong - restore the checkpoint
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 session snapshot the connector can roll back to; taken automatically before the first scene-changing tool of a session.
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

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
Set a layer hidden, frozen or current.
set_layer_properties
Freeze the Site layer
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

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
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

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

Files

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

ToolExample promptEdition
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
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 a file into the current scene.
import_file
Import that OBJ into the scene
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
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
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
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
Save the scene, or save it as a new file.
save_scene
Save this as a new file called tower_v02.max
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
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.

Troubleshooting

The AI client does not see the 3ds Max tools

  • Restart the AI client after installing - MCP servers are read at client start-up
  • Claude Desktop: make sure the message box is set to Chat, not Cowork - connectors are not available in Cowork
  • Run MCP Connector Status in 3ds Max to confirm the connector is running and see which clients are configured
  • If the client was installed after the connector, run MCP Connector Setup to configure it

Tools are listed but every call fails

3ds Max needs to be open. The Bridge is reachable whether or not 3ds Max is running, so a client can list the tools and still have nothing to talk to - calls return a clear error rather than hanging.

Only the free tools are showing

Pro tools are not listed at all on an unlicensed install. Run MCP Connector Licence, activate your key, then restart your AI client so it re-reads the tool list.

Frequently Asked Questions

You bring your own AI. The connector links 3ds Max to whichever MCP client you already use - Claude Desktop, ChatGPT Desktop, Cursor or Claude Code. It does not call any AI service itself and there is no AI usage cost from us.

The connector talks to your AI client over a local named pipe on the same machine. Whatever you choose to ask about goes to your AI client under its own privacy terms. The connector contacts our licence server only to validate your key.

The free tier is 24 read-only tools - reading and measuring the scene and its objects, inspecting modifiers, materials, layers and render settings, the UV, mesh and scene health audits, environment discovery, moving the viewport and taking screenshots. Nothing in it changes your scene. It does not expire.

Yes. Open MCP Connector Licence and deactivate - that frees the seat immediately, and you can activate on the new machine with the same key.

Every scene-changing tool wraps its work in a single named undo entry, so one Ctrl+Z reverses one tool call rather than leaving you stepping back through fragments.

Changelog

v1.5.1 Latest 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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