Tools¶
fxhoudinimcp exposes 215 tools across 24 categories. The Technical section documents each one.
| Category | Tools | Description |
|---|---|---|
| Graph Intelligence | 6 | Atomic validated network building, network verification, node doc cards, cook profiling, frame-range cooking with per-frame evidence, cook status |
| Documentation | 3 | Full-text search + page retrieval over Houdini's own shipped manual (version-exact) |
| Scene Management | 10 | Open, save, import/export, scene info, connection status, undo/redo |
| Sessions | 3 | Switch between open Houdini sessions, start a headless or GUI Houdini of the server's own, stop it |
| Node Operations | 22 | Create, delete, copy, connect, layout, flags, network boxes, sticky notes, object transforms |
| Parameters | 14 | Get/set values in bulk, expressions, keyframes, spare parameters |
| Geometry (SOPs) | 16 | Points, prims, attributes, attribute statistics, volume statistics and sampling, groups, sampling, nearest-point search |
| LOPs/USD | 21 | Stage inspection, prims, world transforms over frames, layers, composition, variants, lighting |
| DOPs | 8 | Simulation info, DOP objects, step/reset, memory usage |
| PDG/TOPs | 12 | Cook, work items, failed items and logs, schedulers, dependency graphs |
| COPs (Copernicus) | 7 | Image nodes, layers, VDB data |
| HDAs | 13 | Create, install, manage Digital Assets, their versions and sections |
| Animation | 9 | Keyframes, playbar control, frame range |
| Rendering | 10 | Viewport capture, contact sheets of a frame range without a viewport, render nodes, settings, render launch |
| VEX | 5 | Create/edit wrangles, validate VEX code |
| Code Execution | 7 | Python, HScript, expressions, env variables, file references, update mode |
| Viewport/UI | 14 | Pane management, viewer context, verified camera and renderer state, screenshots, error detection |
| Scene Context | 8 | Network overview, cook chain, selection, scene summary, error analysis |
| Workflows | 8 | One-call Pyro/RBD/FLIP/Vellum setup, SOP chains, render config |
| Materials | 4 | List, inspect, create materials and shader networks |
| CHOPs | 4 | Channel data, CHOP nodes, export channels to parameters |
| Cache | 4 | List, inspect, clear, write file caches |
| Takes | 4 | List, create, switch takes with parameter overrides |
| Shelf Tools | 3 | Find, read and run Houdini's own shelf tools (setups build_network cannot produce) |
Worth knowing¶
- Build in one call.
build_networkvalidates every node type, parameter and input against the running Houdini, then builds the whole network or nothing.dry_run=Truechecks a plan and suggests corrections. It is also about ten times faster than creating nodes one by one, since each call waits for a Houdini main-thread tick. - One undo step per call, however many nodes it touched.
- Look it up, don't guess.
get_node_cardgives a node type's real parameters and connectors for this Houdini build.search_helpandget_help_pageread the manual Houdini ships, workflow guides included, offline. - Verify, then claim.
verify_networkreports every node's errors and cooked geometry.capture_screenshotandrender_sheetshow the result:render_sheettiles a frame range into one image and needs no viewport. - Sessions.
get_houdini_connection_statuslists every Houdini serving the plugin.connect_houdiniswitches between them, andstart_houdini/stop_houdinirun one of the server's own, windowless or not. A started Houdini holds a license seat. - Code as a last resort.
execute_pythonandexecute_hscriptexist, but the server instructions steer assistants to nodes first.