@kumoproductions/mcp-cinema4d
v0.2.6
Published
TypeScript MCP server for Cinema 4D with generic entity CRUD, parameter-level access, undo-grouped batch ops, and security controls.
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cinema4d-mcp
Let an LLM drive Cinema 4D. cinema4d-mcp bridges MCP-compatible clients (Claude Desktop, Claude Code, or any other stdio-capable MCP client) to a running Cinema 4D 2026 session so the model can inspect scene hierarchy, author shots, build node materials, and rig animation through a typed, undo-safe tool layer — not arbitrary Python pasted into a Script Manager.
Good for:
- Scene audits — "List every object on the
herolayer; flag any with non-uniform scale or missing Texture tags." - Shot setup — "Create a 1920×1080 RenderData, a camera at (0, 150, -400), and a Take that uses both."
- Material work — "Build a Redshift node material with a noise texture driving roughness at 0.4 gain."
- Procedural edits — "On every Subdivision Surface in the scene, reduce editor/render levels by 1."
- Xpresso rigs — "Build a 3-gear meshing rig where the master gear's pitch radius dynamically drives the others' size and counter-rotation via an Xpresso graph."
[!CAUTION] Do not proceed unless you understand what this does. An LLM with a live connection to Cinema 4D can read your scene, write to it, and (if you opt in) execute arbitrary code on your machine. In concrete terms:
- Your scene data leaves your machine. Object names, hierarchy paths, material/parameter values, imported file paths — whatever the LLM reads via
list_entities/describe/get_container/dump_shader/get_mesh— is forwarded to your chosen LLM provider and may be logged by your MCP client. Under NDA or on unreleased IP? Confirm with your studio/legal team first that the provider's retention policy and your client's logs are acceptable.- The LLM gets write access. It can create, mutate, and delete objects, tags, materials, takes, render data, and layers; import / merge / open / save files; and render. Ctrl/Cmd-Z covers most edits —
save_document,open_document,render, and somecall_commandinvocations do not.- Arbitrary Python is off by default.
exec_pythonruns unrestricted code with the full authority of the Cinema 4D process (file I/O, subprocess, network). Enabled only whenC4D_MCP_ENABLE_EXEC_PYTHON=1is set on both sides; turn it back off when you no longer need it. The same applies to plugin types that store Python source in their container — Python tag, Python generator, MoGraph Python effector, Python field, and the Xpresso Python operator. Creating or editing them is gated behind a separateC4D_MCP_ENABLE_PYTHON_OPS=1opt-in, since their code parameter is RCE-equivalent toexec_python.Before first use: back up (or commit) your scene, start on a throwaway project, and leave your MCP client's per-call approval prompts enabled. See Security before exposing the bridge beyond loopback.
Architecture
MCP client
↓ stdio
MCP server (this repo, Node.js)
↓ TCP, JSON Lines (default 127.0.0.1:18710)
cinema4d_mcp_bridge (Python plugin inside C4D)
↓
Cinema 4DTwo pieces to install: the MCP server (this npm package, runs as an MCP stdio process) and the bridge plugin (Python, lives inside Cinema 4D). C4D must be running for the bridge to respond.
Quickstart
Assuming you already have Cinema 4D 2026.0.0+ and Node.js 24+.
Install the bridge plugin into Cinema 4D (one-off). Download the latest
cinema4d_mcp_bridge-<version>.zipfrom the Releases page and extract thecinema4d_mcp_bridge/folder into your Cinema 4D plugins directory (see Installing the bridge plugin for platform-specific paths).Launch (or restart) Cinema 4D. The C4D console should print
[cinema4d_mcp_bridge] listening on 127.0.0.1:18710.Smoke-test the MCP server from the CLI:
echo '{"jsonrpc":"2.0","id":1,"method":"tools/call","params":{"name":"ping","arguments":{}}}' \ | npx -y @kumoproductions/mcp-cinema4d # → {"jsonrpc":"2.0","id":1,"result":{"content":[{"type":"text","text":"{\"pong\": true, ...}"}]}}
Then wire it into your MCP client (see Client configuration) and try:
"List every object in the scene, then add a cube named
hero200 units above the origin."
The LLM will call list_entities → create_entity in sequence; you should see a new cube appear in the viewport.
Prefer running from a local checkout? See CONTRIBUTING.md for the source-install flow.
Client configuration
Generate a random token and set it on both the MCP server process (via the client's env map, below) and the Cinema 4D launch environment. The bridge rejects mismatched requests (constant-time compare); the Node client forwards the value automatically. Strongly recommended — localhost is not a trust boundary on a shared workstation.
openssl rand -hex 16Register the MCP server in your client with the token in the env map:
{
"mcpServers": {
"cinema4d": {
"command": "npx",
"args": ["-y", "@kumoproductions/mcp-cinema4d"],
"env": {
"C4D_MCP_TOKEN": "paste-your-random-hex-here"
}
}
}
}| Client | Config file |
| ---------------------------- | ----------------------------------------------------------------------------------------------------------------------------------- |
| Claude Desktop / Claude Code | %APPDATA%\Claude\claude_desktop_config.json (Windows) · ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) |
| Other MCP clients | see the client's docs for registering a stdio server |
The same C4D_MCP_* variables must also be set in the Cinema 4D launch environment — the bridge plugin reads them at C4D startup. macOS: open -a "Cinema 4D" --env C4D_MCP_TOKEN=... (or export in your shell profile before launch). Windows: set as User environment variables and restart C4D.
To change the bridge socket, set C4D_MCP_PORT (and optionally C4D_MCP_HOST — see Security) alongside C4D_MCP_TOKEN in the same env map, plus the C4D launch env.
Tools
61 tools across 16 groups. The LLM picks tools itself based on the prompt — you rarely invoke them directly. See docs/TOOLS.md for the full table with per-tool descriptions.
| Group | Count | What's in it |
| -------------------------------- | :---: | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Basics | 4 | ping, render, preview_render (Viewport renderer + Constant Lines, returns inline PNG), reset_scene. |
| Script-style | 5 | exec_python (opt-in), call_command, list_plugins, undo, batch — escape hatches + undo-grouped multi-op. |
| Generic CRUD | 9 | list_entities, describe, get_params/set_params, get_container, dump_shader, create_entity, remove_entity, set_keyframe. |
| Shot setup | 7 | Document state, fps / frame range / camera, import_scene (merge), RenderData + Take, take_override, sample_transform. |
| Selection · Hierarchy | 4 | Active selection read / write; reparent, reorder, clone. |
| Modeling · Mesh | 4 | modeling_command (CSO / Make Editable / Connect / Subdivide / …), get_mesh, set_mesh, set_mesh_selection. |
| Document I/O | 3 | save_document, open_document, new_document. |
| Node graphs | 10 | Node-material graphs (walk / asset enum / apply_graph_description / per-port edits / removal) and Xpresso (GvNodeMaster) graphs (list_xpresso_nodes / apply_xpresso_graph / set_xpresso_port / remove_xpresso_node). |
| Tag helpers · Animation | 5 | assign_material; list_tracks, get_keyframes, delete_keyframe, delete_track. |
| Transforms · User data · MoGraph | 5 | set_transform; add_user_data / list_user_data / remove_user_data; list_mograph_clones. |
| Layers | 5 | Enumerate, create, assign, query, flag toggles (solo / view / render / locked / …). |
Entity handles
Every CRUD tool identifies entities by a typed handle object. The resolver raises on ambiguous names — prefer path when a scene contains duplicates.
| Kind | Shape |
| ---------------- | ------------------------------------------------------------------------------------------------------------------------- |
| object | {kind:"object", name:"Cube"} or {kind:"object", path:"/Root/Character/Hip"} |
| render_data | {kind:"render_data", name:"VFX_Shot002"} |
| take | {kind:"take", name:"VFX_Shot002"} |
| material | {kind:"material", name:"Concrete"} |
| tag | {kind:"tag", object:"Cube", type_id:1029524, tag_name?:"..."} (or object_path instead of object) |
| video_post | {kind:"video_post", render_data:"VFX_Shot002", type_id:1029525} |
| shader | {kind:"shader", owner:<handle>, name?:"Layer 0"} or {..., index:0} |
| plugin_options | {kind:"plugin_options", plugin_id:"abc"\|1028082, plugin_type?:"scene_saver"} — exporter / importer private settings BC |
name lookups are strict: if several entities share the name, the bridge returns an error listing up to five candidate paths so you can switch to a path-based handle. create_entity always returns the freshly-resolved handle (objects include path; shaders include both name and index) so chained edits stay stable.
Installing the bridge plugin
Grab the latest cinema4d_mcp_bridge-<version>.zip from
Releases
and extract the inner cinema4d_mcp_bridge/ folder into your Cinema 4D plugins
directory:
| OS | Typical plugins directory |
| ------- | ---------------------------------------------------------------- |
| Windows | %APPDATA%\Maxon\Maxon Cinema 4D <VERSION>\plugins\ |
| macOS | ~/Library/Preferences/Maxon/Maxon Cinema 4D <VERSION>/plugins/ |
You can also register a custom search path via Cinema 4D's Preferences → Plugins → Add and extract the zip there instead.
Launch (or restart) Cinema 4D after extracting. The plugin only reloads when C4D restarts.
Keep the plugin version pinned to the npm package version you run — a version mismatch surfaces as unknown command: <tool> in the bridge log. See CONTRIBUTING.md if you want to run a development checkout instead.
[!NOTE] Official releases only come from two places: the npm package
@kumoproductions/mcp-cinema4dand the GitHub Releases page under kumoproductions/mcp-cinema4d. If you obtained a zip or a scoped npm package from anywhere else claiming to be this plugin, treat it as untrusted.
Configuration
| Var | Side | Default | Notes |
| ---------------------------- | ---------- | ----------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| C4D_MCP_HOST | both | 127.0.0.1 | Host for the TCP bridge. Legacy aliases: C4D_BRIDGE_HOST (Node), C4D_MCP_BRIDGE_HOST (plugin). |
| C4D_MCP_PORT | both | 18710 | Port for the TCP bridge. Legacy aliases: C4D_BRIDGE_PORT, C4D_MCP_BRIDGE_PORT. |
| C4D_MCP_ENABLE_EXEC_PYTHON | both | unset | Opt-in. Set to 1 (or true/yes/on) on both sides to expose the exec_python tool. See Security. |
| C4D_MCP_ENABLE_PYTHON_OPS | C4D plugin | unset | Opt-in. Set to 1 to allow creating / editing Python-bearing plugin types (Python tag, Python generator, MoGraph Python effector, Python field (Fpython, 440000277), Xpresso Python operator). Off by default — their code parameter is RCE-equivalent to exec_python. |
| C4D_MCP_TOKEN | both | unset | Shared secret. When set on the C4D side, the Node client must send the same value. Strongly recommended. |
| C4D_MCP_ALLOW_REMOTE | C4D plugin | unset | Required to bind C4D_MCP_HOST to a non-loopback interface. The bridge refuses to start otherwise. |
Security
Even without exec_python, many tools mutate state: call_command, set_params, import_scene, render, remove_entity, save_document, open_document, new_document. Treat the bridge like a local shell, not a sandbox.
exec_pythonis opt-in. It runs unrestricted Python on Cinema 4D's main thread (file I/O, subprocess, network). Hidden and rejected by the bridge unlessC4D_MCP_ENABLE_EXEC_PYTHON=1is set on both the MCP server process and the Cinema 4D process. Turn it back off when you no longer need it — set-and-forget is how accidents happen.- Python-bearing plugin types are opt-in too. Python tag (
Tpython), Python generator (Opython), MoGraph Python effector, Python field (Fpython), and the Xpresso Python operator all store caller-supplied source code in their container and run it on scene evaluation — i.e. they are RCE-equivalent toexec_python. The bridge refusescreate_entity,set_params,apply_xpresso_graph, andtake_overrideoperations targeting these types unlessC4D_MCP_ENABLE_PYTHON_OPS=1is set on the Cinema 4D side. Listing / reading / removing existing instances is unaffected. - Set a shared-secret token (
C4D_MCP_TOKEN). Localhost is not a trust boundary — any local process running as your user can otherwise connect. See Client configuration for the JSON snippet. - Loopback default + remote opt-in. The bridge binds to
127.0.0.1by default. BindingC4D_MCP_HOSTto a non-loopback interface refuses to start unlessC4D_MCP_ALLOW_REMOTE=1is also set — guarding against a one-character typo (0.0.0.0) exposing C4D to the LAN. - Only connect MCP clients you trust. Review their tool-use permissions so mutating tools (especially
exec_pythonif opted in) are not auto-approved. - Indirect prompt injection via scene content. Scene data (object names, parameter strings, imported file paths) flows back to the LLM through
list_entities/describe/get_container/dump_shader/get_mesh. Whenexec_pythonis enabled, a malicious string in a scene can steer the model into running arbitrary Python. Don't runimport_sceneagainst untrusted.c4d/.fbx/.abcfiles whileexec_pythonis on, and rely on your MCP client's per-call approval forexec_python/call_command/save_document/import_scenerather than blanket-approving them. - Audit log. Every
exec_pythoncall records the code body to the local bridge log (%TEMP%/cinema4d_mcp_bridge.logon Windows,$TMPDIR/cinema4d_mcp_bridge.logon macOS) for after-the-fact review. The log is append-only with no rotation — prune it manually if it grows.
export C4D_MCP_TOKEN="$(openssl rand -hex 16)" # set in C4D launch env too
npx -y @kumoproductions/mcp-cinema4dTroubleshooting
| Symptom | Likely cause / fix |
| --------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Cannot connect to Cinema 4D bridge at 127.0.0.1:18710 | C4D isn't running, plugin didn't load, or a firewall is blocking localhost. Check the C4D console for the listening on … line and look at %TEMP%/cinema4d_mcp_bridge.log (Windows) / $TMPDIR/cinema4d_mcp_bridge.log (macOS). |
| Plugin loads but the listening line never prints | Usually a Python import error in cinema4d_mcp_bridge.pyp. Inspect the C4D console; common cause is leftover stale files from an older install — delete the destination folder and re-extract the latest release zip, then restart C4D. |
| listening on 127.0.0.1:18710 fails with OSError: address already in use | Another process already owns that port. Either quit it, or set both C4D_MCP_PORT (C4D side) and the same value on the MCP server launch command. |
| unknown command: <tool> | Bridge plugin is older than the npm package. Download the matching release zip, re-extract it into your plugins folder, and restart C4D. |
| object name '…' is ambiguous | Two or more scene objects share the name. Use a path-based handle: {kind:"object", path:"/A/B/C"}. Candidate paths are included in the error. |
| exec_python is disabled on this C4D instance | exec_python is off by default. Set C4D_MCP_ENABLE_EXEC_PYTHON=1 in both the Cinema 4D launch environment and the MCP server env map, then restart C4D. See Security. |
| requires C4D_MCP_ENABLE_PYTHON_OPS=1 … | You tried to create or edit a Python-bearing entity (Python tag, Python generator, MoGraph Python effector, Python field, Xpresso Python operator). Off by default. Set C4D_MCP_ENABLE_PYTHON_OPS=1 in the Cinema 4D launch environment and restart. |
Still stuck? Open an issue with the bridge log, your OS, Cinema 4D version, and the tool call that failed.
Known limitations
modeling_command make_editableis unreliable on Cinema 4D 2026. The SDK'sSendModelingCommandhandling ofMCOMMAND_MAKEEDITABLEshifts across builds — sometimes it returns the new polygon object, sometimes it removes the source without inserting a replacement. Usecurrent_state_to_objectinstead when you need a guaranteed polygon copy (the bridge inserts the result for you and returns its handle).list_graph_node_assetscan return an empty list on builds where the Maxon asset repository doesn't expose node-template assets through the usual query path. The tool still returnssupported: truewith shape-correct output; treat an emptyassetsarray as "discovery unavailable on this C4D build" and pass$typeasset ids you already know (e.g. fromlist_graph_nodeson an existing material).- Node material friendly names vary.
apply_graph_descriptionaccepts the declarative$typestrings documented by Maxon (e.g."Standard Material"), but the resolver varies between 2024 / 2025 / 2026 builds — when in doubt, pass the fully-qualified asset id returned bylist_graph_node_assets/list_graph_nodesinstead. exec_pythonis the only way to seed classical-shader fixtures. A handful of E2E tests (fordump_shader) need to build a shader tree before asserting on it, so they skip cleanly whenC4D_MCP_ENABLE_EXEC_PYTHONisn't set on both sides. The tools themselves don't requireexec_python.- Older Cinema 4D versions are not tested. The CI + E2E suite targets C4D 2026. The bridge guards optional SDK constants with
getattrfallbacks, so most tools likely work on 2024 / 2025 as well — but we don't verify that and won't accept bug reports that don't reproduce on 2026.
Contributing
See CONTRIBUTING.md for setup, the development loop, how to add a new tool, coding style, and the PR flow.
License
MIT © 2026 kumo.productions, Inc.
Trademarks
Cinema 4D® and Maxon® are trademarks of Maxon Computer GmbH. This project is an independent, unofficial tool, not affiliated with or endorsed by Maxon.
