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MCP server wrapping the DazScriptServer HTTP plugin for DAZ Studio
Version 0.4.0 | MCP Server for DAZ Studio
A Model Context Protocol (MCP) server that exposes DAZ Studio operations to Claude and other MCP clients. Built on FastMCP and wraps the DazScriptServer HTTP plugin.
This MCP server allows Claude (via Claude Desktop or other MCP clients) to control DAZ Studio directly (at least these are the aspirational goals, not all of them are working just yet!):
The server acts as a bridge: MCP Client ↔ vangard-daz-mcp ↔ DazScriptServer plugin ↔ DAZ Studio 4.5+ or 6.25+
Before using this server, you need:
macOS / Linux:
curl -LsSf https://astral.sh/uv/install.sh | sh
Windows (PowerShell):
powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"
See uv installation docs for other options.
# Clone the repository
git clone https://github.com/bluemoonfoundry/daz-mcp-server.git
cd daz-mcp-server
# Install dependencies (creates .venv automatically)
uv sync
# Verify it works
uv run vangard-daz-mcp --help
git clone https://github.com/bluemoonfoundry/daz-mcp-server.git
cd daz-mcp-server
pip install .
# Run the server
vangard-daz-mcp
Configure the server via environment variables:
| Variable | Default | Description |
|---|---|---|
DAZ_HOST | localhost | DazScriptServer hostname |
DAZ_PORT | 18811 | DazScriptServer port |
DAZ_TIMEOUT | 30.0 | Request timeout in seconds (increase for long renders) |
DAZ_API_TOKEN | (from file) | API token for authentication |
DAZ_CONTENT_BROWSER_URL | http://localhost:8080 | Content browser API URL (if using a separate content service) |
The server automatically reads the API token from ~/.daz3d/dazscriptserver_token.txt (the file created by DazScriptServer).
Override with environment variable:
export DAZ_API_TOKEN="your-token-here"
Important: DazScriptServer must have authentication enabled (default). The MCP server cannot connect without a valid token.
Config file location:
~/Library/Application Support/Claude/claude_desktop_config.json%APPDATA%\Claude\claude_desktop_config.jsonmacOS / Linux:
{
"mcpServers": {
"vangard-daz-mcp": {
"command": "uv",
"args": [
"run",
"--project",
"/absolute/path/to/daz-mcp-server",
"vangard-daz-mcp"
],
"env": {
"DAZ_HOST": "localhost",
"DAZ_PORT": "18811"
}
}
}
}
Windows:
{
"mcpServers": {
"vangard-daz-mcp": {
"command": "uv",
"args": [
"run",
"--project",
"C:\\Users\\YourName\\daz-mcp-server",
"vangard-daz-mcp"
],
"env": {
"DAZ_HOST": "localhost",
"DAZ_PORT": "18811"
}
}
}
}
Replace the path with the actual location where you cloned the repo. Use --project (not --directory) so uv run picks up the project's .venv.
After saving the config, restart Claude Desktop. The DAZ Studio tools will appear in Claude's tool palette.
Add to .cursor/mcp.json in your project, or ~/.cursor/mcp.json for global access:
{
"mcpServers": {
"vangard-daz-mcp": {
"command": "uv",
"args": [
"run",
"--project",
"/absolute/path/to/daz-mcp-server",
"vangard-daz-mcp"
],
"env": {
"DAZ_HOST": "localhost",
"DAZ_PORT": "18811"
}
}
}
}
Add to .vscode/mcp.json in your workspace:
{
"servers": {
"vangard-daz-mcp": {
"type": "stdio",
"command": "uv",
"args": [
"run",
"--project",
"/absolute/path/to/daz-mcp-server",
"vangard-daz-mcp"
],
"env": {
"DAZ_HOST": "localhost",
"DAZ_PORT": "18811"
}
}
}
}
After configuration, ask your MCP client:
Check if DAZ Studio is running
Claude will call daz_status. A successful response looks like:
{ "running": true, "version": "1.3.0" }
If it fails, see the Troubleshooting section below.
The repository ships six SKILL files — curated knowledge documents that you can ask Claude (or any MCP client) to read before working in a particular area of DAZ Studio. They exist because LLMs have reasonable general knowledge about 3D software but will make confident, wrong assumptions about DAZ Studio specifics — inverted rotation signs, broken API methods, generation-specific bone names, and so on. Loading the right SKILL file before a task corrects those assumptions and produces dramatically better results.
Ask Claude to read the relevant file at the start of a session or task:
Read the file SKILL_DAZ_STUDIO.md before we begin.
Before writing any DazScript code, read SKILL_DAZSCRIPT.md.
You can load more than one if your task spans domains:
Read SKILL_DAZ_STUDIO.md and SKILL_CINEMA.md — we're going to set up a portrait shot.
| File | Domain | Load when… |
|---|---|---|
SKILL_DAZ_STUDIO.md | DAZ Studio conventions | Starting any session — covers coordinate system inversions, camera Y-rotation being backwards, bone rotation limits, and known tool limitations |
SKILL_DAZSCRIPT.md | DazScript API | Writing or debugging custom scripts via daz_execute — documents verified-working API patterns and a list of broken/wrong methods to avoid |
SKILL_SCENE.md | Scene management | Working with scene hierarchy, content library, spatial layout, materials, or batch operations |
SKILL_ACTORS.md | Characters & posing | Working with morphs, emotions, body language, gaze direction, wardrobe, or multi-character interactions |
SKILL_CINEMA.md | Cameras, lighting & rendering | Composing shots, setting up lighting rigs, animating cameras, or running renders |
SKILL_DEVELOPMENT.md | MCP server internals | Modifying or extending the MCP server itself — module layout, how to add tools, the script registry |
SKILL_DAZ_STUDIO.mdThis is the most important file and the one most likely to save you from a frustrating session. Key things it corrects:
daz_look_at_point applies rotations in the wrong direction — always verify in the viewport and correct manually.daz_orbit_camera_around aims at the figure's root (feet), not the face — use explicit world-space coordinates for portrait work instead.daz_script_helpGet DazScript documentation, examples, and best practices.
Arguments:
topic (string, default "overview"): Documentation topic to retrieveAvailable Topics:
overview - DazScript environment basicsgotchas - Critical mistakes that cause timeouts or errorscamera - Camera creation, positioning, and aiminglight - Light creation, types, and three-point lightingenvironment - Iray environment settings and lighting modesscene - Scene management (new, save, load, selection)properties - Node properties, transforms, and morphscontent - Browsing and loading content from librarycoordinates - Coordinate system and positioning referenceposing - Figure posing, bone hierarchy, morphs vs poses, rotation gotchasmorphs - Morph discovery, searching, value ranges, and managementhierarchy - Scene hierarchy, parent-child relationships, parenting operationsinteraction - Multi-character interaction, look-at mechanics, world-space posingbatch - Batch operations patterns and performance optimizationviewport - Viewport and camera control, spherical positioning, presetsanimation - Keyframe animation, timeline control, image sequence exportrendering - Rendering workflows, multi-camera, batch render, animation exportReturns: Formatted documentation with examples
Use when: Before writing custom DazScript code to learn correct patterns and avoid common mistakes.
Example:
daz_script_help("camera") # Get camera documentation
daz_script_help("gotchas") # Learn critical gotchas
daz_statusCheck DAZ Studio connectivity and version.
Returns:
{
"running": true,
"version": "1.3.0"
}
Use when: Verifying DAZ Studio is running and the connection works.
daz_scene_infoGet a snapshot of the current scene.
Returns:
{
"sceneFile": "/path/to/scene.duf",
"selectedNode": "Genesis 9",
"figures": [
{"name": "Genesis9", "label": "Genesis 9", "type": "DzFigure"}
],
"cameras": [
{"name": "Camera", "label": "Camera 1"}
],
"lights": [
{"name": "DistantLight", "label": "Distant Light", "type": "DzDistantLight"}
],
"totalNodes": 3247
}
Use when: You need an overview of what's in the scene (characters, cameras, lights).
Note: Does not enumerate all nodes (scenes can have 1000+ nodes). Use daz_execute for fine-grained queries.
daz_get_nodeRead all numeric properties of a node by its label or internal name.
Arguments:
node_label (string): Display label or internal name (e.g., "Genesis 9")Returns:
{
"name": "Genesis9",
"label": "Genesis 9",
"type": "DzFigure",
"properties": {
"X Translate": 0.0,
"Y Translate": 0.0,
"Z Translate": 0.0,
"X Rotate": 0.0,
"Y Rotate": 0.0,
"Z Rotate": 0.0,
"Scale": 100.0,
"Head Size": 0.5
}
}
Use when: You need to read transforms, morphs, or other numeric properties on a node.
daz_get_selected_nodesReturn the nodes currently selected in the DAZ Studio viewport.
Returns:
{
"count": 2,
"nodes": [
{"label": "Genesis 9", "name": "Genesis9"},
{"label": "Camera 1", "name": "Camera"}
]
}
Use when: The user has manually selected items in DAZ Studio and wants the AI to act on that selection.
daz_list_morphsList all morphs (numeric properties) on a node with their current values.
Arguments:
node_label (string): Node display label or internal nameinclude_zero (bool, default False): Include morphs with zero valuesReturns:
{
"morphs": [
{"label": "Height", "name": "Height", "value": 1.05, "path": "Morphs/Body"},
{"label": "Head Size", "name": "HeadSize", "value": 0.9, "path": "Morphs/Head"}
],
"count": 2,
"nodeLabel": "Genesis 9"
}
Use when:
Example:
# List only active morphs (non-zero values)
daz_list_morphs("Genesis 9", include_zero=False)
# List ALL available morphs (warning: may return 500-1000+ morphs)
daz_list_morphs("Genesis 9", include_zero=True)
Note: Genesis figures can have 1000+ morphs. Use include_zero=False to see only active morphs, or use daz_search_morphs to filter by pattern.
daz_search_morphsSearch for morphs matching a name pattern.
Arguments:
node_label (string): Node display label or internal namepattern (string): Substring to search for (case-insensitive)include_zero (bool, default False): Include morphs with zero valuesReturns:
{
"morphs": [
{"label": "Smile", "name": "Smile", "value": 0.0, "path": "Morphs/Expressions"},
{"label": "Smile Open", "name": "SmileOpen", "value": 0.0, "path": "Morphs/Expressions"}
],
"count": 2,
"pattern": "smile",
"nodeLabel": "Genesis 9"
}
Use when:
Example:
# Find all smile-related morphs
daz_search_morphs("Genesis 9", "smile", include_zero=True)
# Find active head morphs only
daz_search_morphs("Genesis 9", "head", include_zero=False)
# Find all facial expression morphs
daz_search_morphs("Genesis 9", "express", include_zero=True)
Common search patterns:
"smile", "frown", "express" - Facial expressions"head", "face", "nose" - Facial features"arm", "leg", "body" - Body parts"muscle", "tone", "fit" - Body definition"height", "scale" - Size adjustmentsdaz_get_node_hierarchyGet complete hierarchy tree for a node with all descendants.
Arguments:
node_label (string): Root node display label or internal namemax_depth (int, default 10): Maximum recursion depth (0 = unlimited)Returns:
{
"node": "Genesis 9",
"hierarchy": {
"label": "Genesis 9",
"name": "Genesis9",
"type": "DzFigure",
"children": [
{
"label": "hip",
"name": "hip",
"type": "DzBone",
"children": [...]
}
]
},
"totalDescendants": 127
}
Use when:
Example:
# Get skeleton hierarchy with depth limit
daz_get_node_hierarchy("Genesis 9", max_depth=3)
# Get full hierarchy (warning: Genesis 9 has 100+ bones)
daz_get_node_hierarchy("Genesis 9", max_depth=0)
daz_list_childrenList direct children of a node.
Arguments:
node_label (string): Parent node display label or internal nameReturns:
{
"node": "hip",
"children": [
{"label": "pelvis", "name": "pelvis", "type": "DzBone"},
{"label": "lThighBend", "name": "lThighBend", "type": "DzBone"},
{"label": "rThighBend", "name": "rThighBend", "type": "DzBone"}
],
"count": 3
}
Use when:
Example:
# List children of Genesis 9 root
daz_list_children("Genesis 9")
# Check if node has children
result = daz_list_children("Camera 1")
if result["count"] == 0:
print("No children")
daz_get_parentGet parent node of a node.
Arguments:
node_label (string): Child node display label or internal nameReturns:
{
"node": "lHand",
"parent": {
"label": "lForearmBend",
"name": "lForearmBend",
"type": "DzBone"
}
}
Returns null for parent if node is a root (no parent).
Use when:
Example:
# Get parent of a bone
result = daz_get_parent("lHand")
print(f"Parent: {result['parent']['label']}")
# Check if node is root
result = daz_get_parent("Genesis 9")
if result["parent"] is None:
print("This is a root node")
daz_set_parentSet parent of a node (parenting operation).
Arguments:
node_label (string): Node to parentparent_label (string): New parent nodemaintain_world_transform (bool, default True): If true, adjust local transform to keep same world positionReturns:
{
"success": true,
"node": "Sword",
"newParent": "rHand",
"previousParent": null
}
Use when:
Example:
# Attach sword to right hand (maintains position)
daz_set_parent("Sword", "rHand", maintain_world_transform=True)
# Parent camera to figure (follows figure)
daz_set_parent("Camera 1", "Genesis 9", maintain_world_transform=True)
# Attach bracelet to forearm
daz_set_parent("Bracelet", "lForearmBend", maintain_world_transform=True)
Note: When maintain_world_transform=True, the node's world position stays the same, but local transform values (X/Y/Z Translate, Rotate) change to account for the new parent's transform.
Batch operations allow you to modify multiple nodes or properties in a single call, significantly improving performance. Each operation has individual error handling, so failures don't abort the entire batch.
Performance benefits:
Common use cases:
daz_batch_set_propertiesSet multiple properties on one or more nodes in a single call.
Arguments:
operations (array): List of operation objects, each containing:
nodeLabel (string): Display label of the nodepropertyName (string): Property label or internal namevalue (float): New value for the propertyReturns:
{
"results": [
{"success": true, "node": "Genesis 9", "property": "X Translate", "value": 100},
{"success": false, "node": "Missing", "error": "Node not found: Missing"}
],
"successCount": 1,
"failureCount": 1,
"total": 2
}
Use when: Setting 3+ properties, applying facial expressions, configuring scene presets.
Example:
# Apply "surprised" facial expression
daz_batch_set_properties([
{"nodeLabel": "Genesis 9", "propertyName": "PHMEyesWide", "value": 0.8},
{"nodeLabel": "Genesis 9", "propertyName": "PHMBrowsUp", "value": 0.7},
{"nodeLabel": "Genesis 9", "propertyName": "PHMMouthOpen", "value": 0.4}
])
# Configure lighting setup
daz_batch_set_properties([
{"nodeLabel": "Key Light", "propertyName": "Flux", "value": 2000},
{"nodeLabel": "Fill Light", "propertyName": "Flux", "value": 800},
{"nodeLabel": "Rim Light", "propertyName": "Flux", "value": 2500}
])
Performance: Setting 10 morphs via batch is ~5-10x faster than 10 individual daz_set_property calls.
daz_batch_transformApply the same transform properties to multiple nodes.
Arguments:
node_labels (array): List of node display labels to transformtransforms (object): Dictionary of property names to values (e.g., {"XTranslate": 50, "YRotate": 45})Returns:
{
"results": [
{"success": true, "node": "Prop1", "applied": ["X Translate", "Y Rotate"]},
{"success": false, "node": "Missing", "error": "Node not found: Missing"}
],
"successCount": 1,
"failureCount": 1,
"total": 2
}
Use when: Moving, rotating, or scaling multiple objects by the same amount.
Example:
# Move multiple props to the right
daz_batch_transform(
["Chair", "Table", "Lamp"],
{"XTranslate": 100}
)
# Rotate and scale multiple objects
daz_batch_transform(
["Prop1", "Prop2", "Prop3"],
{"YRotate": 45, "Scale": 1.2}
)
# Reset rotation for all cameras
daz_batch_transform(
["Camera 1", "Camera 2", "Camera 3"],
{"XRotate": 0, "YRotate": 0, "ZRotate": 0}
)
Note: Only properties that exist on each node are applied. Missing properties are silently skipped.
daz_batch_visibilityShow or hide multiple nodes in the viewport and renders.
Arguments:
node_labels (array): List of node display labels to modifyvisible (bool, default True): True to show nodes, False to hide themReturns:
{
"results": [
{"success": true, "node": "Ground", "visible": false},
{"success": true, "node": "Sky Dome", "visible": false}
],
"successCount": 2,
"failureCount": 0,
"total": 2
}
Use when: Scene management, testing configurations, optimizing render times.
Example:
# Hide all cameras
daz_batch_visibility(["Camera 1", "Camera 2", "Camera 3"], visible=False)
# Hide environment elements for character close-up
daz_batch_visibility(["Ground", "Sky Dome", "Background"], visible=False)
# Show all weapons
daz_batch_visibility(["Sword", "Shield", "Helmet"], visible=True)
Note: Hidden nodes remain in the scene but are not visible in viewport or renders.
daz_batch_selectSelect multiple nodes in the DAZ Studio scene.
Arguments:
node_labels (array): List of node display labels to selectadd_to_selection (bool, default False): If True, add to current selection; if False, replace current selectionReturns:
{
"selected": ["Genesis 9", "Genesis 8 Female"],
"count": 2,
"total": 2
}
Use when: Selecting groups of nodes for inspection or operations.
Example:
# Select multiple characters
daz_batch_select(["Genesis 9", "Genesis 8 Female"])
# Add props to current selection
daz_batch_select(["Sword", "Shield"], add_to_selection=True)
# Select all lights
daz_batch_select(["Spot Light 1", "Distant Light 1", "Point Light 1"])
Note: Nodes that don't exist are silently skipped. Returns count of successful selections.
Viewport control tools enable programmatic camera positioning, framing, and preset management for automated scene photography and consistent camera angles.
Key capabilities:
daz_set_active_cameraSet which camera is active in the DAZ Studio viewport.
Arguments:
camera_label (string): Display label of the camera to activateReturns:
{
"success": true,
"camera": "Camera 1",
"previousCamera": "Perspective View"
}
Use when: Switching between predefined camera angles, previewing from multiple viewpoints.
Example:
# Switch to specific camera
daz_set_active_camera("Camera 1")
# Switch back to default
daz_set_active_camera("Perspective View")
daz_orbit_camera_aroundPosition camera orbiting around a target node at specified angle and distance.
Arguments:
camera_label (string): Camera to positiontarget_label (string): Target node to orbit arounddistance (float, default 200.0): Distance from target in cmangle_horizontal (float, default 45.0): Horizontal angle in degrees (0=front/+Z, 90=right/+X)angle_vertical (float, default 15.0): Vertical angle in degrees (positive=above)Returns:
{
"success": true,
"camera": "Camera 1",
"target": "Genesis 9",
"position": {"x": 141.4, "y": 151.8, "z": 141.4},
"targetPosition": {"x": 0, "y": 100, "z": 0}
}
Use when: Character photography, product shots, turntable animations, establishing camera angles.
Example:
# Front 3/4 view (classic portrait angle)
daz_orbit_camera_around("Camera 1", "Genesis 9",
distance=200, angle_horizontal=45, angle_vertical=15)
# Side view from left
daz_orbit_camera_around("Camera 1", "Genesis 9",
distance=150, angle_horizontal=-90, angle_vertical=0)
# Bird's eye view
daz_orbit_camera_around("Camera 1", "Genesis 9",
distance=300, angle_horizontal=0, angle_vertical=60)
# Dramatic low angle
daz_orbit_camera_around("Camera 1", "Genesis 9",
distance=180, angle_horizontal=25, angle_vertical=-20)
Angle reference:
Distance guidelines (170cm tall figure):
daz_frame_camera_to_nodeFrame camera to show a node by positioning at calculated distance.
Arguments:
camera_label (string): Camera to positionnode_label (string): Node to framedistance (float, optional): Distance from node center in cm. If not specified, auto-calculated as 2.5x largest bounding box dimension.Returns:
{
"success": true,
"camera": "Camera 1",
"node": "Genesis 9",
"position": {"x": 0, "y": 100, "z": 450},
"nodeCenter": {"x": 0, "y": 100, "z": 0},
"nodeSize": {"x": 50, "y": 170, "z": 40}
}
Use when: Auto-framing objects of varying sizes, consistent framing across scenes.
Example:
# Frame character (auto distance)
daz_frame_camera_to_node("Camera 1", "Genesis 9")
# Frame prop with specific distance
daz_frame_camera_to_node("Camera 1", "Sword", distance=50)
# Close-up on head
daz_frame_camera_to_node("Camera 1", "head", distance=30)
Note: Camera is positioned in front (+Z) and aimed at node's bounding box center. Auto-calculated distance is 2.5x the largest dimension.
daz_save_camera_presetSave camera position and rotation as preset data.
Arguments:
camera_label (string): Camera to saveReturns:
{
"preset": {
"label": "Camera 1",
"transforms": {
"XTranslate": 0, "YTranslate": 100, "ZTranslate": 300,
"XRotate": -10, "YRotate": 0, "ZRotate": 0,
"XScale": 1.0, "YScale": 1.0, "ZScale": 1.0
}
}
}
Use when: Saving reusable camera angles, sharing camera positions across projects.
Example:
# Save camera position
preset = daz_save_camera_preset("Camera 1")
# Store to file
import json
with open("portrait_camera.json", "w") as f:
json.dump(preset, f)
Note: Preset data is JSON-serializable and can be applied to any camera.
daz_load_camera_presetRestore camera position and rotation from preset data.
Arguments:
camera_label (string): Camera to modifypreset (dict): Preset dictionary from daz_save_camera_preset() (must contain transforms key)Returns:
{
"success": true,
"camera": "Camera 1",
"applied": ["XTranslate", "YTranslate", "ZTranslate", "XRotate", "YRotate", "ZRotate"]
}
Use when: Restoring saved camera positions, applying same angle to multiple cameras.
Example:
# Load preset from file
import json
with open("portrait_camera.json") as f:
preset = json.load(f)
# Apply to camera
daz_load_camera_preset("Camera 1", preset["preset"])
# Apply same preset to multiple cameras
for cam in ["Camera 1", "Camera 2", "Camera 3"]:
daz_load_camera_preset(cam, preset["preset"])
Note: Preset can be applied to any camera, not just the original. Useful for synchronizing multiple cameras.
daz_list_camerasList all cameras currently in the scene.
Returns:
{
"camera_count": 2,
"cameras": [
{"name": "Camera", "label": "Camera 1", "focal_length": 65.0},
{"name": "Camera2", "label": "Wide Shot", "focal_length": 35.0}
]
}
Use when: Discovering what cameras exist before calling daz_set_active_camera or daz_render_with_camera.
daz_create_cameraCreate a new camera and add it to the scene.
Arguments:
label (string): Display name for the new camerax, y, z (float): World-space position in cm (defaults: 0, 150, 300)aim_at_label (string, optional): Aim the camera at this node's centrefocal_length (float, optional): Lens focal length in mmReturns:
{
"label": "Close-up Cam",
"position": {"x": 0, "y": 160, "z": 120},
"focal_length": 85.0
}
Example:
daz_create_camera("Close-up Cam", x=0, y=160, z=120,
aim_at_label="Genesis 9", focal_length=85)
Note: Use daz_list_cameras to confirm the camera was added, and daz_set_active_camera to switch the active viewport.
Animation tools enable keyframe-based property animation. Set keyframes at specific frames, and DAZ Studio interpolates smoothly between them. Supports animating any numeric property (transforms, morphs, lights, cameras).
Key capabilities:
Common use cases:
daz_set_keyframeSet a keyframe on a property at specified frame.
Arguments:
node_label (string): Node display labelproperty_name (string): Property label or internal nameframe (int): Frame number (0-based)value (float): Value at this frameReturns:
{
"success": true,
"node": "Genesis 9",
"property": "X Translate",
"frame": 0,
"value": 0.0
}
Use when: Creating animations, defining key poses.
Example:
# Animate movement (0 to 100cm over 30 frames)
daz_set_keyframe("Genesis 9", "XTranslate", frame=0, value=0)
daz_set_keyframe("Genesis 9", "XTranslate", frame=30, value=100)
# Animate rotation (0 to 90 degrees)
daz_set_keyframe("Genesis 9", "YRotate", frame=0, value=0)
daz_set_keyframe("Genesis 9", "YRotate", frame=60, value=90)
# Animate morph (fade in smile)
daz_set_keyframe("Genesis 9", "PHMSmile", frame=0, value=0)
daz_set_keyframe("Genesis 9", "PHMSmile", frame=15, value=0.8)
Note: DAZ Studio interpolates between keyframes automatically. Setting keyframe at existing frame updates the value.
daz_get_keyframesGet all keyframes for a property.
Arguments:
node_label (string): Node display labelproperty_name (string): Property label or internal nameReturns:
{
"keyframes": [
{"frame": 0, "value": 0.0},
{"frame": 30, "value": 100.0}
],
"count": 2
}
Use when: Inspecting animations, copying keyframes, checking if property is animated.
Example:
# Get keyframes
result = daz_get_keyframes("Genesis 9", "XTranslate")
for kf in result['keyframes']:
print(f"Frame {kf['frame']}: {kf['value']}")
# Copy keyframes to another node
for kf in result['keyframes']:
daz_set_keyframe("Genesis 8", "XTranslate", kf['frame'], kf['value'])
daz_remove_keyframeRemove a keyframe at specified frame.
Arguments:
node_label (string): Node display labelproperty_name (string): Property label or internal nameframe (int): Frame numberReturns:
{
"success": true,
"node": "Genesis 9",
"property": "X Translate",
"frame": 15,
"removed": true
}
Use when: Removing specific keyframes, editing animation timing.
Example:
# Remove keyframe
daz_remove_keyframe("Genesis 9", "XTranslate", frame=15)
Note: Returns removed: false if no keyframe exists at that frame (not an error).
daz_clear_animationRemove all keyframes from a property.
Arguments:
node_label (string): Node display labelproperty_name (string): Property label or internal nameReturns:
{
"success": true,
"node": "Genesis 9",
"property": "X Translate",
"removed": 5
}
Use when: Clearing animations, resetting properties to static state.
Example:
# Clear animation
result = daz_clear_animation("Genesis 9", "XTranslate")
print(f"Removed {result['removed']} keyframes")
# Clear all transform animations
for prop in ["XTranslate", "YTranslate", "ZTranslate", "XRotate", "YRotate", "ZRotate"]:
daz_clear_animation("Genesis 9", prop)
Note: More efficient than removing keyframes individually.
daz_set_frameSet current animation frame.
Arguments:
frame (int): Frame number to move toReturns:
{
"success": true,
"frame": 30,
"previousFrame": 0
}
Use when: Previewing animation, rendering specific frames.
Example:
# Jump to frame 30
daz_set_frame(30)
# Render all frames
info = daz_get_animation_info()
for frame in range(info['startFrame'], info['endFrame'] + 1):
daz_set_frame(frame)
daz_render(output_path=f"frame_{frame:04d}.png")
Note: Scene updates to show animated state at the frame.
daz_set_frame_rangeSet animation frame range (start and end).
Arguments:
start_frame (int): First frame (typically 0)end_frame (int): Last frameReturns:
{
"success": true,
"startFrame": 0,
"endFrame": 119,
"previousStart": 0,
"previousEnd": 30
}
Use when: Defining animation length before creating keyframes.
Example:
# 4-second animation (120 frames at 30fps)
daz_set_frame_range(0, 119)
# 10-second animation
daz_set_frame_range(0, 299)
Note: Frame range is inclusive (frames 0-119 = 120 frames). Duration = (end - start + 1) / fps.
daz_get_animation_infoGet animation timeline info (current frame, range, fps).
Returns:
{
"currentFrame": 0,
"startFrame": 0,
"endFrame": 119,
"fps": 30.0,
"totalFrames": 120,
"durationSeconds": 4.0
}
Use when: Checking timeline state before rendering, calculating duration.
Example:
# Get timeline info
info = daz_get_animation_info()
print(f"Animation: {info['durationSeconds']} seconds ({info['totalFrames']} frames)")
# Render entire animation
for frame in range(info['startFrame'], info['endFrame'] + 1):
daz_set_frame(frame)
daz_render(output_path=f"frame_{frame:04d}.png")
Note: FPS is typically 30 in DAZ Studio.
Advanced rendering tools provide programmatic control for multi-camera rendering, animation export, and batch rendering operations.
Key capabilities:
Common use cases:
daz_render_with_cameraRender from specific camera without changing active viewport camera.
Arguments:
camera_label (string): Camera to render fromoutput_path (string, optional): Output file path (if not specified, renders to viewport)Returns:
{
"success": true,
"camera": "Camera 1",
"outputPath": "/path/to/render.png"
}
Use when: Multi-camera batch renders, testing camera angles without disrupting viewport.
Example:
# Render from specific camera
daz_render_with_camera("Camera 1", output_path="/renders/cam1.png")
# Render from multiple cameras
for cam in ["Front", "Side", "Top"]:
daz_render_with_camera(cam, output_path=f"/renders/{cam}.png")
Note: Viewport camera remains unchanged. Previous render camera is restored automatically.
daz_get_render_settingsGet current render settings and configuration.
Returns:
{
"renderToFile": true,
"outputPath": "/path/to/output.png",
"currentCamera": "Camera 1",
"aspectRatio": 1.777,
"aspectWidth": 16,
"aspectHeight": 9
}
Use when: Verifying render configuration before batch operations, debugging render issues.
Example:
# Check render settings
settings = daz_get_render_settings()
print(f"Render camera: {settings['currentCamera']}")
print(f"Aspect: {settings['aspectWidth']}x{settings['aspectHeight']}")
# Verify configuration
if not settings['renderToFile']:
print("Warning: Render configured for viewport, not file")
daz_batch_render_camerasRender from multiple cameras in sequence.
Arguments:
cameras (list[string]): List of camera labelsoutput_dir (string): Output directorybase_filename (string, default "render"): Base filename (camera name is appended)Returns:
{
"success": true,
"rendered": [
{"camera": "Front", "outputPath": "/renders/product_Front.png"},
{"camera": "Side", "outputPath": "/renders/product_Side.png"}
],
"total": 2
}
Use when: Product photography, turntable renders, multi-angle test renders.
Example:
# Render from multiple cameras
daz_batch_render_cameras(
cameras=["Front", "Side", "Top", "Perspective"],
output_dir="/renders",
base_filename="product"
)
# Generates: product_Front.png, product_Side.png, product_Top.png, product_Perspective.png
# Turntable (8 cameras around character)
cameras = [f"Cam_{angle}" for angle in [0, 45, 90, 135, 180, 225, 270, 315]]
daz_batch_render_cameras(cameras, "/renders/turntable", "angle")
Note: Camera names in filenames have non-alphanumeric chars replaced with underscores. Previous render camera is restored after batch.
daz_render_animationRender animation frame range as image sequence.
Arguments:
output_dir (string): Output directorystart_frame (int, optional): First frame (default: animation range start)end_frame (int, optional): Last frame (default: animation range end)filename_pattern (string, default "frame"): Filename pattern (frame number appended)camera (string, optional): Camera to render from (default: current render camera)Returns:
{
"success": true,
"rendered": [
{"frame": 0, "outputPath": "/animation/frame_0000.png"},
{"frame": 1, "outputPath": "/animation/frame_0001.png"}
],
"total": 120,
"frames": {"start": 0, "end": 119}
}
Use when: Exporting animations, creating video sequences.
Example:
# Render entire animation (uses animation range)
daz_render_animation(output_dir="/animation")
# Generates: frame_0000.png, frame_0001.png, ..., frame_0119.png
# Render specific frame range
daz_render_animation(
output_dir="/animation/clip",
start_frame=30,
end_frame=60,
filename_pattern="clip"
)
# Render animation from specific camera
daz_render_animation(
output_dir="/animation",
camera="Camera 1"
)
# Convert to video (using ffmpeg)
# ffmpeg -framerate 30 -i frame_%04d.png -c:v libx264 -pix_fmt yuv420p output.mp4
Note: Frame numbers zero-padded to 4 digits (0000-9999). Timeline position and render camera restored after completion.
These tools let you query the world-space position, size, and relationships of scene nodes.
daz_get_world_positionGet world-space position, local position, rotation, and scale of a node.
Arguments:
node_label (string): Node display label or internal nameReturns:
{
"node": "Genesis 9",
"worldPosition": {"x": 0, "y": 0, "z": 0},
"localPosition": {"x": 0, "y": 0, "z": 0},
"rotation": {"x": 0, "y": 0, "z": 0},
"scale": {"x": 1, "y": 1, "z": 1}
}
Use when: Finding exact world coordinates of a character or prop before placing another object relative to it.
daz_get_bounding_boxGet bounding box (min/max corners, center, dimensions) of a node.
Arguments:
node_label (string): Node display label or internal nameReturns:
{
"node": "Genesis 9",
"min": {"x": -30, "y": 0, "z": -15},
"max": {"x": 30, "y": 170, "z": 15},
"center": {"x": 0, "y": 85, "z": 0},
"width": 60, "height": 170, "depth": 30
}
Use when: Auto-framing cameras, checking object sizes, placing objects on surfaces.
daz_calculate_distanceCalculate distance and direction vector between two nodes.
Arguments:
from_label (string): Source nodeto_label (string): Target nodeReturns:
{
"from": "Alice",
"to": "Bob",
"distance": 120.5,
"direction": {"x": 0.707, "y": 0, "z": 0.707}
}
Use when: Checking if two characters are within interaction range, positioning props relative to figures.
daz_get_spatial_relationshipNatural-language spatial relationship between two nodes.
Arguments:
from_label (string): Reference nodeto_label (string): Target nodeReturns:
{
"from": "Camera 1",
"to": "Genesis 9",
"distance": 300.0,
"direction": "in front of",
"angle": 5.2,
"overlap": false
}
Use when: Describing scene layout in natural language, verifying camera placement.
daz_check_overlapCheck if two nodes have overlapping bounding boxes.
Arguments:
node1_label (string): First nodenode2_label (string): Second nodeReturns:
{
"overlapping": true,
"penetrationDepth": {"x": 2.1, "y": 0, "z": 0}
}
Use when: Detecting interpenetration between characters, validating poses before rendering.
daz_inspect_propertiesList all properties on a node, optionally filtered by type.
Arguments:
node_label (string): Node display label or internal namefilter_type (string, default "all"): One of "all", "numeric", "transform", "morph", "bool", "string"Returns:
{
"node": "Spot Light 1",
"properties": [
{"label": "Flux", "name": "Flux", "type": "numeric", "value": 1500},
{"label": "Shadow Softness", "name": "Shadow Softness", "type": "numeric", "value": 0.5}
],
"count": 2
}
Use when: Discovering what properties are settable on a node (lights, cameras, props).
Example:
# List all numeric properties on a spotlight
daz_inspect_properties("Spot Light 1", filter_type="numeric")
# List transform properties only
daz_inspect_properties("Genesis 9", filter_type="transform")
daz_get_property_metadataGet detailed metadata (min, max, default, type, path) for a single property.
Arguments:
node_label (string): Node display label or internal nameproperty_name (string): Property label or internal nameReturns:
{
"node": "Spot Light 1",
"property": "Flux",
"type": "numeric",
"value": 1500,
"default": 1500,
"min": 0,
"max": 100000,
"path": "General/Luminous Flux"
}
Use when: Finding valid ranges before setting a property, validating property names.
daz_validate_scriptStatic analysis of DazScript code for known anti-patterns. Does not require a DAZ Studio connection.
Arguments:
script (string): DazScript source code to analyzeReturns:
{
"valid": false,
"issues": [
{"severity": "error", "line": 3, "message": "Bare return at top level — wrap in IIFE"},
{"severity": "warning", "line": 7, "message": "getElementID() is not a function — use .elementID property"}
],
"issueCount": 2
}
Use when: Before running a custom script via daz_execute, to catch common mistakes early.
daz_apply_lighting_presetCreate a professional lighting setup in one command.
Arguments:
preset (string): Lighting preset namesubject_label (string): Node to light (preset positions lights relative to subject's bounding box)Presets:
three-point — Key (front-right) + Fill (front-left) + Rim (back). General-purpose.rembrandt — Key (45° side, high) + dim Fill. Dramatic portrait.butterfly — Key (directly front, high). Glamour/beauty lighting.split — Key (90° side). Half face lit, half in shadow. Moody.loop — Key (35° side) + Fill + Rim. Natural-looking portrait.Returns:
{
"success": true,
"preset": "three-point",
"subject": "Genesis 9",
"lights": ["Key Light", "Fill Light", "Rim Light"]
}
All presets: aim lights at the subject's face height, set environment mode to Scene Only, and remove existing lights with the same names first.
Use when: Setting up a scene for rendering without manually positioning individual lights.
Example:
# Classic portrait lighting
daz_apply_lighting_preset("three-point", "Genesis 9")
# Dramatic moody lighting
daz_apply_lighting_preset("rembrandt", "Genesis 9")
daz_validate_sceneValidate scene quality for rendering — checks lighting, cameras, collisions.
Returns:
{
"score": 75,
"issues": [
{"category": "lighting", "severity": "medium", "message": "Only one light source — consider adding fill or rim light"},
{"category": "collision", "severity": "high", "message": "Alice and Bob bounding boxes overlap by 5cm"}
],
"breakdown": {
"lighting": 60,
"cameras": 100,
"figures": 100,
"collisions": 50
}
}
Score: 0-100. Issues reduce the score. Checks: bounding box collisions between figures, insufficient lighting, no cameras, no figures.
Use when: Before rendering to catch common setup problems.
daz_list_lightsList all lights currently in the scene.
Returns:
{
"light_count": 3,
"lights": [
{"name": "SpotLight", "label": "Key Light", "intensity": 10000, "shadow_type": "Raytraced"},
{"name": "DistantLight", "label": "Sun", "intensity": 5000, "shadow_type": "None"}
]
}
Use when: Checking what lights exist before modifying or deleting them.
daz_create_lightCreate a new light and add it to the scene.
Arguments:
light_type (string): "spot", "distant", or "point"label (string): Display name for the new lightx, y, z (float): World-space position in cm (defaults: 0, 200, 200)flux (float, optional): Light intensity in DAZ flux unitsaim_at_label (string, optional): Aim the light at this node's centreReturns:
{
"label": "Key Light",
"type": "spot",
"position": {"x": 150, "y": 250, "z": 200},
"flux": 10000
}
Example:
daz_create_light("spot", "Key Light", x=150, y=250, z=200,
flux=10000, aim_at_label="Genesis 9")
Note: For complete multi-light setups use daz_apply_lighting_preset or daz_apply_visual_style instead.
daz_set_scene_atmosphereConfigure the DAZ Studio environment node (HDRI dome, Sun-Sky, ambient lighting).
Arguments:
environment_mode (int, optional): 0=Sun-Sky Only, 1=Dome Only, 2=Sun-Sky+Dome, 3=Scene Only (use 3 when relying on scene lights)environment_intensity (float, optional): Brightness of dome/sun-sky (0.0–10.0)draw_dome (bool, optional): Whether the HDRI image is visible as the backgrounddome_rotation (float, optional): Horizontal rotation of HDRI dome in degrees (0–360)sun_light_intensity (float, optional): Sun component brightness in modes 0 or 2Returns:
{
"changesApplied": ["environment_mode → 3"],
"changeCount": 1,
"currentEnvironmentMode": 3
}
Example:
# Required before using lighting presets so dome doesn't wash out scene lights
daz_set_scene_atmosphere(environment_mode=3)
# Dimmed HDRI dome blended with scene lights
daz_set_scene_atmosphere(environment_mode=1, environment_intensity=0.2, draw_dome=True)
daz_apply_visual_styleApply a holistic cinematic visual style — creates/reconfigures three named lights (Style_Key, Style_Fill, Style_Rim) with ratios and angles tuned for the chosen look. Sets environment to Scene Only mode automatically.
Arguments:
style_name (string): One of "cinematic", "noir", "golden-hour", "blue-hour", "high-key", "low-key", "documentary", "fantasy"subject_label (string, optional): Node to aim lights atintensity (float, default 1.0): Scale factor for all light flux (0.1–5.0)Returns:
{
"styleName": "cinematic",
"lights": [
{"role": "key", "label": "Style_Key", "flux": 12000, "angle": 45},
{"role": "fill", "label": "Style_Fill", "flux": 3000, "angle": -45},
{"role": "rim", "label": "Style_Rim", "flux": 8000, "angle": 180}
],
"lightingRatios": {"keyToFill": 4.0, "keyToRim": 1.5}
}
Example:
daz_apply_visual_style("cinematic", subject_label="Genesis 9")
daz_apply_visual_style("noir", subject_label="Alice", intensity=0.8)
Note: Fine-tune individual lights afterward with daz_set_property("Style_Key", "Flux", 15000).
daz_set_emotionApply an emotional expression to a character (morphs + body language).
Arguments:
character_label (string): Character display labelemotion (string): Emotion nameintensity (float, default 0.7): Strength of the expression (0.0–1.0)Supported emotions: happy, sad, angry, surprised, fearful, disgusted, neutral, excited, bored, confident, shy, loving, contemptuous
Returns:
{
"success": true,
"character": "Genesis 9",
"emotion": "happy",
"intensity": 0.7,
"applied": ["PHMSmile", "PHMBrowsUp", "chest_forward"],
"notFound": ["PHMEyeSquintL"]
}
Missing morphs (due to figure generation differences) are reported in not_found without raising an error.
Use when: Quickly applying a recognizable expression instead of manually searching for morph names.
Example:
# Apply full happy expression
daz_set_emotion("Alice", "happy")
# Subtle confident look
daz_set_emotion("Bob", "confident", intensity=0.4)
daz_list_categoriesList subdirectories in the content library under a parent path.
Arguments:
parent_path (string, default ""): Path relative to content library root (e.g., "People/Genesis 9")Returns:
{
"path": "People/Genesis 9",
"categories": ["Characters", "Hair", "Clothing", "Expressions"],
"count": 4
}
Use when: Browsing the content library to discover available categories.
Example:
# List top-level categories
daz_list_categories("")
# Browse Genesis 9 subcategories
daz_list_categories("People/Genesis 9")
daz_browse_categoryList .duf files in a content library category.
Arguments:
category_path (string): Path relative to content library rootsort_by (string, default "name"): Sort order: "name" or "date"Returns:
{
"path": "People/Genesis 9/Hair",
"files": [
{"name": "Ade Hair", "path": "/Library/People/Genesis 9/Hair/Ade Hair.duf"},
{"name": "Braid Updo", "path": "/Library/People/Genesis 9/Hair/Braid Updo.duf"}
],
"count": 2
}
Use when: Finding content file paths to load with daz_load_file.
daz_get_content_infoRead metadata from a .duf file without loading it.
Arguments:
file_path (string): Absolute path to .duf fileReturns:
{
"name": "Ade Hair",
"type": "wearable",
"requires": ["Genesis 9"],
"author": "Daz Originals",
"description": "Long flowing hair for Genesis 9"
}
Use when: Checking compatibility or requirements before loading content.
daz_search_contentSearch the content library by keyword.
Arguments:
query (string): Search querymax_results (int, default 10): Maximum results to returnReturns: {"results": [{"name": "...", "path": "...", "type": "..."}], "count": N}
daz_load_productLoad a product from the DAZ content library by product name.
Arguments:
product_name (string): Product name to search for and loadReturns: {"success": true, "product": "...", "loaded": [...]}
daz_apply_composition_rulePosition camera using a photography composition rule.
Arguments:
camera_label (string): Camera to positionsubject_label (string): Subject to compose aroundrule (string, default "rule-of-thirds"): Composition ruleRules:
rule-of-thirds — Subject on right vertical third at eye levelgolden-ratio — Subject at 1.618 golden sectioncenter-frame — Subject centered, symmetricleading-lines — Low angle with diagonal offsetReturns:
{
"success": true,
"camera": "Camera 1",
"subject": "Genesis 9",
"rule": "rule-of-thirds"
}
daz_frame_shotFrame camera using a standard cinematic shot type.
Arguments:
camera_label (string): Camera to positionsubject_label (string): Subject to frameshot_type (string): Shot type nameShot types and distances:
extreme-close-up — 25 cm (eyes/mouth detail)close-up — 50 cm (face)medium-close-up — 90 cm (head and shoulders)medium-shot — 140 cm (waist up)medium-full — 200 cm (knees up)full-shot — 400 cm (whole body)wide-shot — 700 cm (body + environment)Returns:
{
"success": true,
"camera": "Camera 1",
"subject": "Genesis 9",
"shotType": "medium-shot",
"distance": 140
}
Example:
# Frame a portrait shot
daz_frame_shot("Camera 1", "Genesis 9", "close-up")
# Frame full body
daz_frame_shot("Camera 1", "Genesis 9", "full-shot")
daz_apply_camera_angleApply a standard camera angle preset relative to a subject.
Arguments:
camera_label (string): Camera to positionsubject_label (string): Subject to angle towardangle (string, default "eye-level"): Camera angle presetAngles:
eye-level — Neutral, camera at subject's eye heighthigh-angle — Above subject, looking down (vulnerable)low-angle — Below eye level, looking up (powerful)dutch-angle — Eye level + 15° Z-roll (unsettling)overhead — Directly above (bird's-eye)worms-eye — Ground level looking upover-shoulder — Behind and to one sideReturns:
{
"success": true,
"camera": "Camera 1",
"subject": "Genesis 9",
"angle": "low-angle"
}
daz_save_scene_stateSave current scene state (transforms, morphs, light properties) as a named checkpoint.
Arguments:
checkpoint_name (string): Name for this checkpointWhat is captured:
What is NOT captured: Materials, geometry, HDR dome settings, parenting relationships.
Returns:
{
"success": true,
"checkpoint": "before_lighting_test",
"nodesCaptured": 5,
"savedAt": "2026-04-09T10:15:00"
}
Important: Checkpoints are stored in MCP server process memory and are lost if the server restarts.
Example:
# Safe experimentation workflow
daz_save_scene_state("before_lighting_test")
daz_apply_lighting_preset("rembrandt", "Genesis 9")
# Don't like it?
daz_restore_scene_state("before_lighting_test")
daz_restore_scene_stateRestore scene state from a named checkpoint.
Arguments:
checkpoint_name (string): Name of checkpoint to restoreReturns:
{
"success": true,
"checkpoint": "before_lighting_test",
"nodesRestored": 5
}
daz_list_checkpointsList all saved checkpoints in the current session.
Returns:
{
"checkpoints": [
{"name": "before_lighting_test", "savedAt": "2026-04-09T10:15:00", "nodeCount": 5},
{"name": "pose_v2", "savedAt": "2026-04-09T10:32:00", "nodeCount": 5}
],
"count": 2
}
daz_export_node_configExport scene node properties to a portable JSON file for reuse across scenes or after server restarts. Complements in-memory checkpoints with persistent, file-based storage.
Arguments:
output_path (string): Absolute path for the output .json filenode_labels (list, optional): Specific node labels to capture; if omitted captures all skeletons, cameras, and lightsinclude_types (list, optional): Property categories to capture: "transforms", "morphs", "lights", "cameras" (default: all)Returns:
{
"outputPath": "C:/shots/hero_pose.json",
"nodeCount": 3,
"propertyCount": 18,
"morphCount": 5,
"fileSizeBytes": 4096
}
Example:
# Export current pose and morphs for Genesis 9
daz_export_node_config(
"C:/poses/alice_surprised.json",
node_labels=["Alice"],
include_types=["transforms", "morphs"]
)
# Export a camera rig for reuse in other scenes
daz_export_node_config("C:/presets/interview_cameras.json",
node_labels=["Camera A", "Camera B"],
include_types=["transforms", "cameras"])
daz_import_node_configApply a previously exported node config file to the current scene. Nodes are matched by exact label.
Arguments:
input_path (string): Absolute path to the .json config filenode_labels (list, optional): Subset of nodes to import from the fileskip_missing (bool, default True): Silently skip nodes that don't exist in the current scenescale_transforms (float, default 1.0): Scale factor for translation values (e.g. 0.01 to convert cm→m)Returns:
{
"totalNodes": 2,
"successCount": 2,
"failureCount": 0,
"skippedCount": 0
}
Example:
# Restore a full scene setup
daz_import_node_config("C:/shots/hero_pose.json")
# Import only Alice's pose from a multi-character file
daz_import_node_config("C:/shots/crowd.json", node_labels=["Alice"])
daz_get_scene_layoutFull spatial map of all scene nodes with positions and bounding boxes.
Arguments:
include_types (list, optional): Filter by type. Values: "figures", "cameras", "lights", "props". Omit for all types.Returns:
{
"nodes": [
{
"label": "Genesis 9", "type": "DzFigure",
"position": {"x": 0, "y": 0, "z": 0},
"boundingBox": {"min": {...}, "max": {...}, "center": {...}}
}
],
"count": 8
}
Use when: Getting a complete overview of scene spatial layout before adding or moving objects.
daz_find_nearby_nodesFind all nodes within a radius of a target node.
Arguments:
target_label (string): Center node to search aroundradius (float, default 200.0): Search radius in cminclude_types (list, optional): Filter by type: "figures", "cameras", "lights", "props"Returns:
{
"target": "Alice",
"radius": 200,
"nearby": [
{"label": "Bob", "type": "DzFigure", "distance": 120.5, "direction": "front-right"},
{"label": "Chair", "type": "prop", "distance": 85.0, "direction": "right"}
],
"count": 2
}
Direction labels: front, front-right, right, back-right, back, back-left, left, front-left
Use when: Finding all characters or props near a subject, checking interaction range.
For long-running operations (full renders, animation export, multi-camera batch), async tools return immediately with a request_id. The script executes serially on DAZ Studio's main thread — the scene is locked while it runs, so subsequent scene modifications queue behind it.
Key constraint: DAZ Studio is single-threaded. Async means the HTTP connection is released immediately — execution is still serial.
daz_render_asyncSubmit a render asynchronously. Returns immediately with a request_id.
Arguments:
output_path (string, optional): Output file pathReturns:
{
"request_id": "render-a3f2b891",
"status": "queued",
"submitted_at": "2026-04-09T10:15:00"
}
daz_render_with_camera_asyncSubmit a camera-specific render asynchronously.
Arguments:
camera_label (string): Camera to render fromoutput_path (string, optional): Output file pathdaz_batch_render_cameras_asyncSubmit a multi-camera batch render asynchronously.
Arguments:
cameras (list[string]): Camera labelsoutput_dir (string): Output directorybase_filename (string, default "render"): Base filenamedaz_render_animation_asyncSubmit an animation render asynchronously.
Arguments:
output_dir (string): Output directorystart_frame (int, optional): First frameend_frame (int, optional): Last framefilename_pattern (string, default "frame"): Filename prefixcamera (string, optional): Camera to render fromdaz_get_request_statusPoll the status of an async request (non-blocking, lightweight).
Arguments:
request_id (string): Request ID from an async submit toolReturns:
{
"request_id": "render-a3f2b891",
"status": "running",
"progress": 0.0,
"elapsed_ms": 3200,
"queue_position": 0
}
Status values: queued, running, completed, failed, cancelled
daz_get_request_resultFetch the final result of an async request.
Arguments:
request_id (string): Request IDwait (bool, default True): If True, blocks until complete (up to timeout_seconds)timeout_seconds (int, default 300): Max wait time when wait=TrueReturns (completed):
{
"success": true,
"result": {...},
"request_id": "render-a3f2b891",
"duration_ms": 45230,
"completed_at": "2026-04-09T10:15:47",
"status": "completed"
}
daz_cancel_requestCancel a queued or running async request.
Arguments:
request_id (string): Request ID to cancelQueued requests are removed immediately. Running requests set a cancel flag and call killRender().
Returns:
{
"request_id": "render-a3f2b891",
"status": "cancelled",
"cancelled_at": "2026-04-09T10:15:05"
}
daz_list_requestsList all active and recently completed async requests.
Arguments:
status_filter (string, optional): Filter by status: "queued", "running", "completed", "failed", "cancelled"Returns:
{
"requests": [...],
"total": 3,
"queued": 1,
"running": 1,
"completed": 1
}
daz_set_render_qualitySet render quality preset before rendering.
Arguments:
preset (string): One of "draft", "preview", "good", "final"| Preset | Typical time | Use case |
|---|---|---|
draft | 30s–2min | Quick composition check |
preview | 2–5min | Client review |
good | 10–20min | High quality review |
final | 30min–2hr | Final output |
Returns:
{
"preset": "draft",
"settings": {"Max Samples": 100, "Render Quality": 0.5}
}
daz_render_batchSubmit a batch of render variants atomically — all validated before any render is queued, each independently cancellable.
Arguments:
variants (list): List of render specs. Each must include output_path. Optional per-variant overrides: width, height, camera, engine, iray_samples, figure/figures, morphs.base (dict, optional): Default settings shared by all variants (overridden by matching keys in each variant).Returns:
{
"request_ids": ["rnd-a1b2c3d4", "rnd-e5f6g7h8"],
"total": 2
}
Example — product photography with expression variants:
daz_render_batch(
base={"figure": "Genesis 9", "width": 1920, "height": 1080},
variants=[
{"output_path": "C:/out/neutral.png", "morphs": {"Smile": 0.0}},
{"output_path": "C:/out/smile.png", "morphs": {"Smile": 1.0}},
{"output_path": "C:/out/serious.png", "morphs": {"Brow Down": 0.5}},
]
)
Use daz_get_request_status / daz_get_request_result to monitor each request_id. Up to 100 variants per call.
Async workflow example:
# 1. Set quality and submit
daz_set_render_quality("final")
req = daz_render_async("/renders/final.png")
# 2. Poll status
while True:
status = daz_get_request_status(req["request_id"])
if status["status"] in ("completed", "failed", "cancelled"):
break
# come back later...
# 3. Or use wait=True in one step
result = daz_get_request_result(req["request_id"], wait=True, timeout_seconds=3600)
daz_wait_for_scene_eventBlock until a specific DAZ Studio scene event fires, using a Server-Sent Events (SSE) stream.
Arguments:
event_types (list[string]): One or more event types to wait fortimeout_seconds (int, default 30): Max wait time before raising an errorAvailable event types:
render.started, render.finished, render.progress, scene.loaded, scene.saved, node.added, node.removed, node.renamed, selection.primary_changed, time.changed, playback.started, playback.stopped, light.added, light.removed, camera.added, camera.removed, skeleton.added, skeleton.removed
Returns:
{
"type": "render.finished",
"ts": "2026-01-01T12:00:05Z",
"data": {}
}
Example:
# Fire a render then block until it finishes
daz_render_async("/renders/final.png")
event = daz_wait_for_scene_event(["render.finished"], timeout_seconds=3600)
# Wait for a scene load or save
daz_wait_for_scene_event(["scene.loaded", "scene.saved"], timeout_seconds=60)
Note: Requires DazScriptServer to support the GET /scene/events SSE endpoint (available in DazScriptServer v2.5+).
The cinematic module (tools/cinematic.py) provides 22 high-level tools for professional scene creation. The tools below are a selection of the most commonly used ones; additional tools include daz_animate_camera_movement, daz_create_camera_path, daz_create_character_path, daz_arrange_characters, daz_choreograph_action, daz_setup_shot_coverage, daz_create_camera_rig, daz_animate_light, daz_create_light_sequence, daz_plan_shot, daz_create_storyboard, daz_set_focus_point, daz_animate_focus_pull, daz_time_expression, and daz_sync_character_beats.
daz_create_shot_sequenceCreate multi-camera shot sequences for cinematic storytelling.
Automatically creates and positions multiple cameras with keyframe animations for standard cinematic sequences.
Arguments:
sequence_type (string): Type of sequence - "establishing-medium-closeup", "shot-reverse-shot", "orbit", "push-in"characters (list[string]): List of character labels (1-2 depending on sequence)duration (int, default 120): Total duration in framesSequence Types:
"establishing-medium-closeup" - Three cameras at different distances (wide → medium → close-up)"shot-reverse-shot" - Two over-shoulder cameras for conversation (requires 2 characters)"orbit" - Single animated camera orbiting 360° around subject"push-in" - Single animated camera dollying from wide to close-upReturns:
{
"cameras": [
{"label": "Wide Shot", "position": {...}, "frameRange": {"start": 0, "end": 59}},
{"label": "Medium Shot", "position": {...}, "frameRange": {"start": 60, "end": 119}}
],
"totalFrames": 180,
"sequenceType": "establishing-medium-closeup",
"subject": "Genesis 9"
}
Example:
# Establishing sequence
daz_create_shot_sequence("establishing-medium-closeup", ["Genesis 9"], duration=180)
# Conversation cameras
daz_create_shot_sequence("shot-reverse-shot", ["Alice", "Bob"], duration=240)
# 360° turntable
daz_create_shot_sequence("orbit", ["Genesis 9"], duration=300)
daz_animate_conversationChoreograph animated conversation between two characters with look-at and emotion keyframes.
Arguments:
char1_label (string): First character labelchar2_label (string): Second character labeldialogue_beats (list[dict]): List of dialogue beats, each containing:
speaker (string): Who's speaking (char1 or char2)startFrame (int): Beat start frameendFrame (int): Beat end frameemotion (string): Emotion name - "happy", "sad", "angry", "surprised", "neutral"intensity (float, optional): Emotion intensity 0.0-1.0 (default: 0.7)Returns:
{
"char1": "Alice",
"char2": "Bob",
"beatsApplied": [
{
"beat": 1,
"speaker": "Alice",
"frameRange": {"start": 0, "end": 60},
"emotion": "happy",
"actions": ["Applied happy emotion (3 morphs)", "Listener looks at speaker"]
}
],
"totalFrames": 180,
"beatCount": 3
}
Example:
daz_animate_conversation(
"Alice",
"Bob",
[
{"speaker": "Alice", "startFrame": 0, "endFrame": 60, "emotion": "happy"},
{"speaker": "Bob", "startFrame": 60, "endFrame": 120, "emotion": "surprised"},
{"speaker": "Alice", "startFrame": 120, "endFrame": 180, "emotion": "neutral"}
]
)
Features:
daz_create_sceneGenerate complete scene from natural language description.
Automatically creates lighting, cameras, and character positioning based on text description using template-based keyword matching.
Arguments:
description (string): Natural language scene descriptioncharacters (list[string], optional): Character labels already in sceneSupported Scene Types:
Returns:
{
"sceneType": "dining",
"description": "romantic dinner for two",
"charactersUsed": 2,
"actions": [
"Scene type: Dining/meal scene",
"Positioned characters facing each other across table distance",
"Applied warm romantic lighting"
],
"cameras": [
{"label": "Wide Shot", "type": "wide", "purpose": "Establishing shot of dining scene"},
{"label": "Over Shoulder 1", "type": "over-shoulder", "purpose": "Conversation angle"}
],
"suggestions": [
"Add table prop for dining scene",
"Add plates, glasses, or food props for realism",
"Consider adding candles for romantic dinner mood"
]
}
Example:
# Romantic dinner
daz_create_scene("romantic dinner for two", ["Alice", "Bob"])
# Job interview
daz_create_scene("job interview", ["Interviewer", "Candidate"])
# Professional portrait
daz_create_scene("professional portrait", ["Genesis 9"])
What Gets Created:
daz_start_recordingStart recording a macro to capture sequence of operations.
Arguments:
macro_name (string): Unique macro name (1-64 chars, letters/digits/hyphens/underscores)description (string, optional): Macro descriptionReturns:
{
"success": true,
"macro_name": "portrait_setup",
"description": "Standard portrait lighting and framing",
"started_at": "2026-04-10T15:30:00",
"message": "Recording macro 'portrait_setup'. Call daz_stop_recording() when done."
}
Example:
# Start recording
daz_start_recording("portrait_setup", "Standard portrait workflow")
# Perform operations (these will be recorded)
daz_apply_lighting_preset("three-point", "Genesis 9")
daz_frame_shot("Camera 1", "Genesis 9", "medium-close-up")
# Stop and save
daz_stop_recording()
daz_stop_recordingStop recording current macro and save to library.
Returns:
{
"success": true,
"macro_name": "portrait_setup",
"operation_count": 2,
"saved_at": "2026-04-10T15:31:00",
"message": "Macro 'portrait_setup' saved with 2 operations."
}
daz_replay_macroReplay a saved macro with optional parameter substitution.
Arguments:
macro_name (string): Name of macro to replayparameters (dict, optional): Parameter values for substitutionReturns:
{
"success": true,
"macro_name": "portrait_setup",
"results": [],
"successful_count": 2,
"failed_count": 0
}
Example:
# Replay for different character
daz_replay_macro("portrait_setup", parameters={"subject": "Alice"})
Note: Parameter substitution not yet implemented in Phase 1 - placeholder for future.
daz_list_macrosList all saved macros in the library.
Returns:
{
"macros": [
{
"name": "portrait_setup",
"description": "Standard portrait workflow",
"operation_count": 2,
"saved_at": "2026-04-10T15:31:00"
}
],
"count": 1
}
Note: Macros are session-only (lost when MCP server restarts).
daz_list_materialsList all materials (surfaces) on a node.
Arguments:
node_label (string): Node display label or internal nameReturns: {"materials": [{"name": "Skin", "index": 0}, ...], "count": N}
daz_get_materialGet all properties of a single material on a node.
Arguments:
node_label (string): Node display labelmaterial_name (string): Material/surface nameReturns: {"node": "...", "material": "Skin", "properties": {"Diffuse Color": ..., "Glossy Reflectivity": ...}}
daz_set_material_propertySet a property on a material surface.
Arguments:
node_label (string): Node display labelmaterial_name (string): Material/surface nameproperty_name (string): Property name (e.g., "Diffuse Color", "Glossy Reflectivity")value: New value (number, color string, or boolean)daz_apply_material_presetApply a material preset .duf file to a node.
Arguments:
node_label (string): Node to apply preset topreset_path (string): Absolute path to preset .duf filedaz_copy_materialCopy a material from one node to another.
Arguments:
source_label (string): Source nodesource_material (string): Source material nametarget_label (string): Target nodetarget_material (string, optional): Target material name (defaults to same as source)daz_list_fitted_itemsList all clothing/hair items fitted to a figure.
Arguments:
figure_label (string): Figure to inspectReturns: {"figure": "...", "fittedItems": [{"label": "...", "type": "..."}], "count": N}
daz_fit_clothingFit a clothing item to a figure (auto-follow skeleton).
Arguments:
clothing_label (string): Clothing node to fitfigure_label (string): Target figuredaz_unfit_itemUnfit a clothing/hair item from its figure.
Arguments:
item_label (string): Item to unfitdaz_run_dforce_simulationRun dForce cloth simulation on a node.
Arguments:
node_label (string): Node to simulate (or null for all dForce items)start_frame (int, optional): Start frameend_frame (int, optional): End framedaz_bake_simulationBake dForce simulation results to static geometry.
Arguments:
node_label (string, optional): Node to bake (or null for all)daz_set_dforce_propertySet a dForce simulation property on a node.
Arguments:
node_label (string): Node with dForce modifierproperty_name (string): dForce property namevalue (float): New valuedaz_get_figure_infoGet detailed information about a figure (generation, fitted items, bone count).
Arguments:
figure_label (string): Figure to inspectdaz_set_subdivisionSet subdivision level on a node.
Arguments:
node_label (string): Node to modifylevel (int): Subdivision level (0=base, 1=one level, etc.)daz_export_fbxExport a node (or full scene) to FBX format.
Arguments:
node_label (string, optional): Node to export (or null for scene)output_path (string): Absolute path for output .fbx filedaz_export_objExport a node to OBJ format.
Arguments:
node_label (string, optional): Node to export (or null for scene)output_path (string): Absolute path for output .obj filedaz_set_body_languageApply full-body posture language to a character (beyond facial expressions).
Arguments:
character_label (string): Character to posestance (string): Body language archetype (e.g., "confident", "defeated", "alert", "relaxed")intensity (float, default 0.7): Intensity 0.0–1.0daz_direct_gazeControl where a character's eyes are directed at the sub-expression level.
Arguments:
character_label (string): Characterdirection (string): Gaze direction (e.g., "camera", "up", "down", "left", "right", "away")intensity (float, default 1.0): Intensity 0.0–1.0daz_set_mood_lightingApply a mood-based lighting setup (emotional/atmospheric presets).
Arguments:
mood (string): Lighting mood (e.g., "romantic", "tense", "hopeful", "melancholy", "dramatic")subject_label (string): Primary subject to lightdaz_apply_time_of_dayConfigure scene lighting to simulate a time-of-day atmosphere.
Arguments:
time_of_day (string): Time preset (e.g., "dawn", "morning", "noon", "golden-hour", "dusk", "night")subject_label (string): Primary subject in the scenedaz_auto_improve_sceneAutomatically detect and fix common scene quality issues (lighting gaps, camera positioning, intersections).
Returns: {"improvements": [...], "score_before": N, "score_after": N}
daz_suggest_next_actionSuggest the next logical action based on current scene state.
Returns: {"suggestions": [{"action": "...", "reason": "...", "tool": "..."}]}
daz_get_performance_statsGet MCP server performance metrics (request counts, latencies, tool call frequencies).
daz_explain_last_errorGet a human-readable explanation of the last error with suggested fixes.
daz_check_compatibilityCheck if a content asset is compatible with a figure.
Arguments:
asset_path (string): Absolute path to .duf assetfigure_label (string): Figure to check compatibility againstdaz_set_propertySet a numeric property on a scene node.
Arguments:
node_label (string): Node display label or internal nameproperty_name (string): Property display label or internal namevalue (float): New valueReturns:
{
"node": "Genesis 9",
"property": "X Translate",
"value": 50.0
}
Units:
Use when: Moving nodes, adjusting morphs, or changing any numeric property.
Example:
daz_set_property(node_label="Genesis 9", property_name="X Translate", value=100.0)
daz_load_fileLoad a DAZ Studio file into the scene.
Arguments:
file_path (string): Absolute path to file (.duf, .daz, .obj, .fbx, etc.)merge (bool, default True): If true, merge into scene; if false, replace sceneReturns:
{
"success": true,
"file": "/path/to/character.duf"
}
Use when: Loading characters, props, scenes, or any content files.
Example:
daz_load_file(file_path="/Library/Genesis 9/Character.duf", merge=True)
daz_save_sceneSave the current DAZ Studio scene to disk.
Arguments:
file_path (string, optional): Absolute path for Save As. If omitted, saves to the scene's current filename (equivalent to Ctrl+S).Returns: {"saved": true, "file_path": "/path/to/scene.duf"}
Note: If the scene has never been saved and no file_path is given, provide an explicit path to avoid DAZ opening a dialog.
daz_save_scene_copySave a copy of the current scene to a new path without changing the scene's active filename.
Arguments:
path (string): Absolute destination pathReturns: {"ok": true, "path": "/path/to/copy.duf", "source": "/path/to/original.duf", "method": "file-copy"}
Example:
daz_save_scene_copy("C:/backups/hero_v02.duf")
Note: Use this for backups and snapshots. Use daz_save_scene when you actually want to switch to a new file.
daz_delete_nodeRemove a node and its children from the scene.
Arguments:
node_label (string): Display label or internal name of the node to deleteReturns: {"deleted": "Key Light", "child_count": 0}
Note: Destructive — cannot be undone without reloading from file. Save the scene first with daz_save_scene if you need a recovery point.
daz_set_render_outputConfigure render output path and/or image dimensions.
Arguments:
output_path (string, optional): Absolute path for the rendered image (e.g. "C:/renders/hero_shot.png")width (int, optional): Render image width in pixelsheight (int, optional): Render image height in pixelsAt least one argument must be provided.
Returns: {"changed": ["outputPath", "width", "height"], "current": {...}}
Example:
daz_set_render_output(output_path="C:/renders/scene01.png", width=1920, height=1080)
daz_renderTrigger a render using current DAZ Studio render settings.
Arguments:
output_path (string, optional): Absolute path for output image (e.g., "C:/renders/output.png")Returns:
{
"success": true
}
Notes:
DAZ_TIMEOUT for long renders)output_path is omitted, uses DAZ Studio's configured output pathUse when: Rendering the current scene setup.
daz_look_at_pointMake character look at a world-space point with cascading body involvement.
Arguments:
character_label (string): Character display label or internal nametarget_x (float): World X coordinate (cm) to look attarget_y (float): World Y coordinate (cm) to look attarget_z (float): World Z coordinate (cm) to look atmode (string, default "head"): How much body to involve
"eyes" - Only rotate eyes"head" - Eyes + head rotation"neck" - Eyes + head + neck"torso" - Eyes + head + neck + chest"full" - Complete body rotation including hipReturns:
{
"success": true,
"character": "Genesis 9",
"mode": "head",
"rotatedBones": ["lEye", "rEye", "head"]
}
Use when: Making a character look at a specific point in 3D space with natural body movement.
Example:
# Look at point in front at eye level
daz_look_at_point("Genesis 9", 0, 160, 200, mode="head")
# Full body turn to look behind
daz_look_at_point("Genesis 9", 0, 140, -150, mode="full")
daz_look_at_characterMake one character look at another character's face.
Arguments:
source_label (string): Character who will looktarget_label (string): Character to look atmode (string, default "head"): Body involvement level (same options as daz_look_at_point)Returns:
{
"success": true,
"source": "Alice",
"target": "Bob",
"mode": "head",
"targetPosition": {"x": 50, "y": 163, "z": 0},
"rotatedBones": ["lEye", "rEye", "head"]
}
Use when: Creating eye contact or attention between characters.
Example:
# Alice looks at Bob
daz_look_at_character("Alice", "Bob", mode="head")
# Bob turns whole body to face Alice
daz_look_at_character("Bob", "Alice", mode="full")
daz_reach_towardPosition character's arm to reach toward a world-space point using pseudo-IK.
Arguments:
character_label (string): Character display label or internal nameside (string): Which arm: "left" or "right"target_x (float): World X coordinate (cm) to reach towardtarget_y (float): World Y coordinate (cm) to reach towardtarget_z (float): World Z coordinate (cm) to reach towardReturns:
{
"success": true,
"character": "Genesis 9",
"side": "right",
"targetDistance": 45.3,
"bones": ["right shoulder", "right forearm", "right hand"]
}
Use when: Positioning hands to grasp objects, point at things, or reach toward targets.
Example:
# Reach right hand toward object at chest height
daz_reach_toward("Genesis 9", "right", 50, 130, 80)
# Reach left hand toward object on left side
daz_reach_toward("Genesis 9", "left", -60, 100, 50)
Note: Uses simplified IK approximation. For precise hand positioning, load artist-created pose presets.
daz_interactive_poseCoordinate two characters for interactive poses.
Arguments:
char1_label (string): First character display labelchar2_label (string): Second character display labelinteraction_type (string, default "face-each-other"): Type of interaction
"face-each-other" - Position and rotate to face each other"hug" - Both characters hug with arms around each other"shoulder-arm" - Char1 puts arm around char2's shoulders"handshake" - Both extend right hands for handshakedistance (float, optional): Spacing between characters in cmReturns:
{
"success": true,
"char1": "Alice",
"char2": "Bob",
"interactionType": "hug",
"applied": ["facing", "hug arms"]
}
Use when: Creating common two-character interactions quickly.
Example:
# Position characters facing each other at conversation distance
daz_interactive_pose("Alice", "Bob", "face-each-other", distance=120)
# Create tight hug
daz_interactive_pose("Alice", "Bob", "hug", distance=30)
# Bob puts arm around Alice's shoulders
daz_interactive_pose("Bob", "Alice", "shoulder-arm")
Note: These are simplified interaction poses. Fine-tune positions afterward using daz_set_property.
daz_reset_poseZero all bone rotations on a figure, returning it to its rest pose.
Arguments:
node_label (string): Figure to resetzero_transforms (bool, default False): If True, also zero the root XYZ translation and reset Scale to 1.0Returns: {"node": "Genesis 9", "bones_reset": 127, "transforms_zeroed": false}
Note: Does not affect morph values or animation keyframes.
daz_save_poseCapture all bone rotations from a figure and save to a portable JSON pose file.
Arguments:
figure_label (string): Source figurepose_name (string): Human-readable name stored in the fileoutput_path (string): Absolute path for the .json output fileReturns: {"success": true, "bone_count": 127, "file": "/path/to/pose.json"}
Example:
daz_save_pose("Genesis 9", "Hero Idle", "C:/poses/hero_idle.json")
daz_load_poseApply a saved pose file to a figure.
Arguments:
figure_label (string): Target figurepose_path (string): Absolute path to the .json pose filebone_group (string, default "full"): Filter which bones to apply — "full", "arms_only", "legs_only", or "spine"Returns: {"success": true, "bones_applied": 127, "bones_skipped": 0}
Example:
# Apply full pose
daz_load_pose("Genesis 9", "C:/poses/hero_idle.json")
# Apply only the arms from a pose to a different character
daz_load_pose("Alice", "C:/poses/reaching.json", bone_group="arms_only")
daz_executeExecute arbitrary inline DazScript code.
Arguments:
script (string): DazScript (JavaScript) source codeargs (dict, optional): JSON object accessible in script as args variableReturns:
{
"success": true,
"result": 42,
"output": ["line from print()"],
"error": null,
"request_id": "a3f2b891"
}
Script Requirements:
(function(){ return 42; })()Scene, App, MainWindowvar value = args.myKey;Use when: You need fine-grained control or operations not covered by high-level tools.
Example:
script = "(function(){ return Scene.getNumNodes(); })()"
daz_execute_fileExecute a DazScript file from disk.
Arguments:
script_file (string): Absolute path to .dsa or .ds fileargs (dict, optional): JSON object accessible as args in the scriptReturns: Same format as daz_execute
Use when: Running complex scripts stored in files, especially scripts that use include() or getScriptFileName().
High-level tools (daz_scene_info, daz_get_node, etc.) use the DazScriptServer script registry:
_registry.pyIf DAZ Studio restarts and clears the session registry, the server automatically detects 404 responses, re-registers all scripts, and retries the operation.
DAZ_TIMEOUT)The server was refactored from a single 15,000-line server.py into 13 focused tool modules under tools/. A shared _mcp.py holds the FastMCP instance and all execute helpers, avoiding circular imports. Import-time side effects register all @mcp.tool() decorators when tools/__init__.py is imported.
22 high-level cinematic tools for professional scene creation:
# In Claude Desktop, just ask:
"Check if DAZ Studio is running"
# Claude will use daz_status and report back
1. Load Genesis 9 from /Library/Genesis 9/Genesis9.duf
2. Move it 100cm to the right
3. Get the current scene info
Claude will:
daz_load_file(file_path="/Library/Genesis 9/Genesis9.duf", merge=True)daz_set_property(node_label="Genesis 9", property_name="X Translate", value=100.0)daz_scene_info() and report the resultsExecute this DazScript to create a three-point light setup:
- Key light at (200, 200, 200) pointing at origin
- Fill light at (-100, 150, 150) pointing at origin
- Rim light at (0, 180, -200) pointing at origin
Claude will use daz_execute with the appropriate DazScript code.
Render the current scene to these output paths:
- C:/renders/front.png
- C:/renders/side.png
- C:/renders/back.png
Between each render, rotate the character 90 degrees.
Claude will loop through, adjusting rotation and calling daz_render for each output.
Create a romantic dinner scene with Alice and Bob
Claude will:
daz_create_scene("romantic dinner for two", ["Alice", "Bob"])
Create an animated conversation between Alice and Bob:
- Alice speaks happily from frame 0-60
- Bob responds with surprise from 60-120
- Alice concludes neutrally from 120-180
Claude will:
daz_animate_conversation("Alice", "Bob", [...dialogue beats...])
daz_create_shot_sequence("shot-reverse-shot", ["Alice", "Bob"], 180)
Cause: DazScriptServer plugin is not running or not listening on the expected port.
Solutions:
DAZ_PORT env var)Cause: API token is missing or incorrect.
Solutions:
~/.daz3d/dazscriptserver_token.txtDAZ_API_TOKEN environment variable if using custom locationCause: Script or render took longer than the timeout.
Solutions:
export DAZ_TIMEOUT=120.0env sectionCause: DazScript error (syntax, missing node, wrong property name).
Solutions:
daz_get_node to discover available property names# Run all tests
uv run pytest tests/ -v
# Run specific test
uv run pytest tests/test_server.py::test_daz_status_ok -v
vangard-daz-mcp/
├── src/vangard_daz_mcp/
│ ├── server.py # Entry point: imports _mcp and tools package
│ ├── _mcp.py # Shared FastMCP instance, lifespan, execute helpers
│ ├── _client.py # httpx client singleton + env config
│ ├── _errors.py # Error handling helpers
│ ├── _registry.py # Script pre-registration at startup
│ ├── dazscript_docs.json # DazScript documentation (daz_script_help)
│ └── tools/
│ ├── __init__.py # Imports all 13 modules (registers @mcp.tool decorators)
│ ├── spatial.py # World position, bounding box, distance, layout (7 tools)
│ ├── transform.py # Node properties, batch ops, visibility, selection (7 tools)
│ ├── scene.py # Load/save, hierarchy, checkpoints (11 tools)
│ ├── figure.py # Posing, look-at, IK, interaction, pose library (7 tools)
│ ├── morph.py # Morphs, emotions, body language, gaze (6 tools)
│ ├── camera_light.py # Cameras, lights, presets, mood/time-of-day (15 tools)
│ ├── render.py # Sync/async render, batch, animation export (16 tools)
│ ├── animation.py # Keyframes, timeline, frame range (7 tools)
│ ├── material.py # Materials: list, get, set, presets, copy (5 tools)
│ ├── utility.py # Status, execute, docs, validate, macros (18 tools)
│ ├── content.py # Content browser, search, compatibility (6 tools)
│ ├── cinematic.py # Shot sequences, camera paths, storyboard (22 tools)
│ └── wardrobe.py # Clothing, dForce, subdivision, export (10 tools)
├── tests/
│ └── test_server.py # Test suite with respx mocks
├── pyproject.toml # Project config (version, dependencies)
├── ASYNC_OPERATIONS.md # Design doc for async rendering system
├── IMPLEMENTATION_PLAN.md # Phased feature roadmap
└── README.md
tools/; @mcp.tool() decorators fire at import time via the shared mcp instance from _mcp.py, avoiding circular imports with server.py_client.py singletondazpy>=2.6.0): synchronous Python SDK; all dazpy calls wrapped in asyncio.to_thread via run_dazpy()_registry.py): high-level tool scripts pre-registered at startup, executed by ID; auto-re-registered on 404 when DAZ Studio restartsfastmcp>=2.0 - MCP server frameworkhttpx>=0.27 - Async HTTP clientdazpy>=2.6.0 - Synchronous Python SDK for DazScriptServer (installed from PyPI)pytest>=8.0pytest-asyncio>=0.24respx>=0.21 - HTTP mocking for testsContributions welcome! Areas for improvement:
dazscript_docs.jsonThis project is provided as-is for use with DAZ Studio.
Author: Blue Moon Foundry
For questions or issues, please open an issue on GitHub.
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