Version 0.1.0 | 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:
- Query scene information (figures, cameras, lights)
- Read and modify node properties (transforms, morphs)
- Load content files
- Trigger renders
- Execute arbitrary DazScript code
- Access comprehensive DazScript documentation and examples
The server acts as a bridge: MCP Client β vangard-daz-mcp β DazScriptServer plugin β DAZ Studio
Before using this server, you need:
- DAZ Studio 4.5+ installed and running
- DazScriptServer plugin installed, configured, and active
- Download from: https://github.com/bluemoonfoundry/daz-script-server
- Plugin must be running on port 18811 (default)
- Authentication must be configured (API token)
- Python 3.11+ for running the MCP server
- uv package manager (recommended) or pip
# Clone the repository
git clone https://github.com/bluemoonfoundry/vangard-daz-mcp.git
cd vangard-daz-mcp
# Install dependencies
uv sync
# Run the server
uv run vangard-daz-mcp# Install from source
pip install .
# Run the server
vangard-daz-mcpConfigure 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 |
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.
Add this to your Claude Desktop config file:
macOS: ~/Library/Application Support/Claude/claude_desktop_config.json
Windows: %APPDATA%\Claude\claude_desktop_config.json
{
"mcpServers": {
"daz-studio": {
"command": "uv",
"args": [
"--directory",
"/absolute/path/to/vangard-daz-mcp",
"run",
"vangard-daz-mcp"
],
"env": {
"DAZ_TIMEOUT": "60.0"
}
}
}
}Note: Replace /absolute/path/to/vangard-daz-mcp with the actual path on your system.
After saving the config, restart Claude Desktop. The DAZ Studio tools will appear in Claude's tool palette.
Get DazScript documentation, examples, and best practices.
Arguments:
topic(string, default"overview"): Documentation topic to retrieve
Available 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 posing
Returns: 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
Check DAZ Studio connectivity and version.
Returns:
{
"running": true,
"version": "1.2.0"
}Use when: Verifying DAZ Studio is running and the connection works.
Get 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.
Read 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.
List all morphs (numeric properties) on a node with their current values.
Arguments:
node_label(string): Node display label or internal nameinclude_zero(bool, defaultFalse): Include morphs with zero values
Returns:
{
"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:
- Discovering what morphs are available on a figure
- Checking which morphs are currently active
- Building morph selection UIs
- Exploring character customization options
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.
Search 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, defaultFalse): Include morphs with zero values
Returns:
{
"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:
- Finding specific morphs (e.g., all smile morphs, head morphs)
- Discovering morphs by category or body part
- Building filtered morph lists
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 adjustments
Get complete hierarchy tree for a node with all descendants.
Arguments:
node_label(string): Root node display label or internal namemax_depth(int, default10): 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:
- Understanding skeleton structure
- Exploring bone relationships
- Mapping complex scene hierarchies
- Finding all descendants of a node
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)
List direct children of a node.
Arguments:
node_label(string): Parent node display label or internal name
Returns:
{
"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:
- Exploring hierarchy one level at a time
- Checking if a node has children
- Building custom tree structures
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")
Get parent node of a node.
Arguments:
node_label(string): Child node display label or internal name
Returns:
{
"node": "lHand",
"parent": {
"label": "lForearmBend",
"name": "lForearmBend",
"type": "DzBone"
}
}Returns null for parent if node is a root (no parent).
Use when:
- Traversing hierarchy upward
- Finding what contains a node
- Checking if node is a root
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")
Set parent of a node (parenting operation).
Arguments:
node_label(string): Node to parentparent_label(string): New parent nodemaintain_world_transform(bool, defaultTrue): If true, adjust local transform to keep same world position
Returns:
{
"success": true,
"node": "Sword",
"newParent": "rHand",
"previousParent": null
}Use when:
- Attaching props to figures (e.g., weapon to hand)
- Parenting cameras to nodes
- Reorganizing scene hierarchy
- Attaching clothing to bones
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:
- Single script call (all operations execute in one round-trip)
- No HTTP/network overhead between operations
- 5-10x faster than individual calls for typical batches
- Individual error handling without aborting the batch
Common use cases:
- Applying facial expressions (multiple morphs at once)
- Configuring lighting setups (multiple light properties)
- Moving/rotating groups of props together
- Showing/hiding groups of nodes for scene management
- Resetting multiple cameras or lights to default values
Set 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 property
Returns:
{
"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.
Apply 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.
Show or hide multiple nodes in the viewport and renders.
Arguments:
node_labels(array): List of node display labels to modifyvisible(bool, defaultTrue): True to show nodes, False to hide them
Returns:
{
"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.
Select multiple nodes in the DAZ Studio scene.
Arguments:
node_labels(array): List of node display labels to selectadd_to_selection(bool, defaultFalse): If True, add to current selection; if False, replace current selection
Returns:
{
"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:
- Switch active viewport camera
- Position camera using spherical coordinates (orbit around target)
- Auto-frame camera to show objects (calculates bounding box)
- Save/load camera positions as presets (JSON-serializable)
- Reusable camera angles across scenes
Set which camera is active in the DAZ Studio viewport.
Arguments:
camera_label(string): Display label of the camera to activate
Returns:
{
"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")
Position 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, default200.0): Distance from target in cmangle_horizontal(float, default45.0): Horizontal angle in degrees (0=front/+Z, 90=right/+X)angle_vertical(float, default15.0): 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:
- Horizontal: 0Β°=front(+Z), 90Β°=right(+X), 180Β°=back(-Z), -90Β°=left(-X)
- Vertical: positive=above horizon, negative=below
Distance guidelines (170cm tall figure):
- Full body: 350-450cm
- Portrait: 80-120cm
- Face close-up: 30-50cm
Frame 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.
Save camera position and rotation as preset data.
Arguments:
camera_label(string): Camera to save
Returns:
{
"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.
Restore camera position and rotation from preset data.
Arguments:
camera_label(string): Camera to modifypreset(dict): Preset dictionary fromdaz_save_camera_preset()(must containtransformskey)
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.
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:
- Set/get/remove keyframes on properties
- Timeline control (current frame, frame range)
- Export animations as image sequences
- Copy and offset animations between properties
- Inspect keyframe data programmatically
Common use cases:
- Character animation (walk cycles, gestures, facial expressions)
- Camera animation (dolly, pan, zoom)
- Product turntables (360Β° rotation)
- Morph animations (smile fade, eye blink)
- Multi-character choreography
Set 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 frame
Returns:
{
"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.
Get all keyframes for a property.
Arguments:
node_label(string): Node display labelproperty_name(string): Property label or internal name
Returns:
{
"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'])Remove a keyframe at specified frame.
Arguments:
node_label(string): Node display labelproperty_name(string): Property label or internal nameframe(int): Frame number
Returns:
{
"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).
Remove all keyframes from a property.
Arguments:
node_label(string): Node display labelproperty_name(string): Property label or internal name
Returns:
{
"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.
Set current animation frame.
Arguments:
frame(int): Frame number to move to
Returns:
{
"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.
Set animation frame range (start and end).
Arguments:
start_frame(int): First frame (typically 0)end_frame(int): Last frame
Returns:
{
"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.
Get 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:
- Render from specific camera without changing viewport
- Batch render from multiple cameras
- Export animations as image sequences
- Query render settings
- Automated rendering workflows
Common use cases:
- Multi-angle product shots (front, side, top, perspective)
- Character turntables (8-16 camera angles)
- Animation export (frame-by-frame image sequences)
- Test renders from multiple angles
- Multi-camera animation rendering
Render 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.
Get 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")Render 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.
Render 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.mp4Note: Frame numbers zero-padded to 4 digits (0000-9999). Timeline position and render camera restored after completion.
Set 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 value
Returns:
{
"node": "Genesis 9",
"property": "X Translate",
"value": 50.0
}Units:
- Translation: centimeters
- Rotation: degrees
- Morphs: typically 0-1 or percentage
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)
Load a DAZ Studio file into the scene.
Arguments:
file_path(string): Absolute path to file (.duf,.daz,.obj,.fbx, etc.)merge(bool, defaultTrue): If true, merge into scene; if false, replace scene
Returns:
{
"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)
Trigger 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:
- Uses DAZ Studio's currently configured render settings (dimensions, quality, engine)
- Blocks until render completes (increase
DAZ_TIMEOUTfor long renders) - If
output_pathis omitted, uses DAZ Studio's configured output path
Use when: Rendering the current scene setup.
Make 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 hip
Returns:
{
"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")
Make 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 asdaz_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")
Position 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 toward
Returns:
{
"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.
Coordinate 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 handshake
distance(float, optional): Spacing between characters in cm
Returns:
{
"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.
Execute arbitrary inline DazScript code.
Arguments:
script(string): DazScript (JavaScript) source codeargs(dict, optional): JSON object accessible in script asargsvariable
Returns:
{
"success": true,
"result": 42,
"output": ["line from print()"],
"error": null,
"request_id": "a3f2b891"
}Script Requirements:
- Wrap returning scripts in IIFE:
(function(){ return 42; })() - Global objects available:
Scene,App,MainWindow - Access args via:
var value = args.myKey;
Use when: You need fine-grained control or operations not covered by high-level tools.
Example:
script = "(function(){ return Scene.getNumNodes(); })()"Execute a DazScript file from disk.
Arguments:
script_file(string): Absolute path to.dsaor.dsfileargs(dict, optional): JSON object accessible asargsin the script
Returns: 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:
- Scripts are registered once at startup
- Subsequent calls execute by ID (no retransmission)
- Auto-reregistration on 404 (when DAZ Studio restarts)
If DAZ Studio restarts and clears the session registry, the server automatically detects 404 responses, re-registers all scripts, and retries the operation.
- Connection failures β Clear error messages ("Ensure DAZ Studio is running...")
- Timeouts β Actionable guidance (increase
DAZ_TIMEOUT) - Authentication failures β Token file location in error message
- Script errors β Full error details with line numbers and captured output
# In Claude Desktop, just ask:
"Check if DAZ Studio is running"
# Claude will use daz_status and report back1. Load Genesis 9 from /Library/Genesis 9/Genesis9.duf
2. Move it 100cm to the right
3. Get the current scene info
Claude will:
- Call
daz_load_file(file_path="/Library/Genesis 9/Genesis9.duf", merge=True) - Call
daz_set_property(node_label="Genesis 9", property_name="X Translate", value=100.0) - Call
daz_scene_info()and report the results
Execute 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.
Cause: DazScriptServer plugin is not running or not listening on the expected port.
Solutions:
- Open DAZ Studio
- Go to Window β Panes β Daz Script Server
- Click Start Server
- Verify it's running on port 18811 (or update
DAZ_PORTenv var)
Cause: API token is missing or incorrect.
Solutions:
- Check DazScriptServer UI shows authentication is enabled
- Verify token file exists:
~/.daz3d/dazscriptserver_token.txt - Copy token exactly from DazScriptServer UI
- Set
DAZ_API_TOKENenvironment variable if using custom location
Cause: Script or render took longer than the timeout.
Solutions:
- Increase timeout:
export DAZ_TIMEOUT=120.0 - Update Claude Desktop config with larger timeout in
envsection - Restart Claude Desktop after config change
Cause: DazScript error (syntax, missing node, wrong property name).
Solutions:
- Check the error message for line numbers and details
- Verify node labels match exactly (case-sensitive)
- Use
daz_get_nodeto discover available property names - Test scripts manually in DAZ Studio Script IDE first
# Run all tests
uv run pytest tests/ -v
# Run specific test
uv run pytest tests/test_server.py::test_daz_status_ok -vvangard-daz-mcp/
βββ src/vangard_daz_mcp/
β βββ server.py # Single-file MCP server (all tools)
βββ tests/
β βββ test_server.py # Test suite with respx mocks
βββ pyproject.toml # Project config
βββ README.md
- FastMCP 3.x server with stdio transport
- httpx.AsyncClient for HTTP requests to DazScriptServer
- Script registry for high-level tools (auto-registration on startup)
- Module-level
_http_clientshared across all tool calls - lifespan context manages client initialization and cleanup
- Python: 3.11+
- Dependencies:
fastmcp>=2.0- MCP server frameworkhttpx>=0.27- Async HTTP client
- Dev Dependencies:
pytest>=8.0pytest-asyncio>=0.24respx>=0.21- HTTP mocking for tests
- DAZ Studio must be running locally (no remote DAZ Studio support)
- DazScriptServer plugin must be installed and active
- Single concurrent client (MCP server is single-threaded)
- Scripts execute on DAZ Studio's main thread (operations are serialized)
- No support for binary data (images must be saved to disk, not returned directly)
- DazScriptServer: https://github.com/bluemoonfoundry/daz-script-server
- The HTTP plugin this server wraps
- Required prerequisite
- Model Context Protocol: https://modelcontextprotocol.io
- Specification this server implements
- FastMCP: https://github.com/jlowin/fastmcp
- Framework used to build this server
Contributions welcome! Areas for improvement:
- Additional high-level tools (materials, animation, viewport)
- Better error messages and recovery strategies
- Support for binary data (screenshot capture, texture upload)
- Documentation and examples
- Integration tests with real DAZ Studio instance
This project is provided as-is for use with DAZ Studio.
Author: Blue Moon Foundry
For questions or issues, please open an issue on GitHub.