3D simulation and DCC skills — scene setup, physics, materials, camera, scripting, and headless workflows for Isaac Sim, Unreal Engine, Blender, and USD
This skill should be used when the user asks to "set the camera", "change camera position", "capture the viewport", "take a screenshot", "render the scene", "focus on a prim", "look at", "create a camera", "camera view", or needs to control cameras and capture images in Isaac Sim.
This skill should be used when the user asks to "execute a script in Isaac Sim", "run Python in Isaac", "write a custom Isaac Sim script", "use the omni API", "use the pxr API", "use the isaacsim API", "execute_isaac_script", or needs to perform operations not covered by the granular MCP tools.
This skill should be used when the user asks to "create a material", "assign a material", "change the color", "set material properties", "add a texture", "make it red/blue/green", "PBR material", "preview surface", or needs to create and manage materials and appearance in Isaac Sim.
This skill should be used when the user asks to "add physics", "make it a rigid body", "add a collider", "add collision", "set physics material", "configure physics", "add gravity", "set mass", "create a joint", "add articulation", or needs to configure physics properties on scene objects in Isaac Sim.
This skill should be used when the user asks to "import a robot", "load a URDF", "import a USD asset", "add a robot to the scene", "load an asset", "add a reference", "import from Nucleus", or needs to bring external 3D assets and robots into an Isaac Sim scene.
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MCP (Model Context Protocol) server for simulation and DCC tools with USD operations and simulation control.
This project provides a comprehensive MCP server implementation for Simul-MCP, enabling AI models to interact with USD scenes, perform simulation control, and capture viewport data. The server supports both headless USD operations and full Isaac Sim runtime integration.
Simul-MCP is designed for multi-engine workflows. Isaac Sim is the primary runtime, with planned adapters for Blender, Unreal, Maya, and 3ds Max. The goal is to expose consistent tools across engines for scale correction, SimReady asset formats, and engine-specific simulation features.
--backends flag to register only the engines you need, minimizing AI agent context overheadusd-core) — installed automaticallybpy package (optional — Python 3.11 or 3.13 only)simul ships through the khemoo Claude Code marketplace at https://github.com/kickthemoon0817/khemoo-claude-plugins, which also hosts other khemoo plugins (e.g. khemoo-skills for the khemoo-vc version-control workflow):
/plugin marketplace add kickthemoon0817/khemoo-claude-plugins
/plugin install simul@khemoo
/simul:setup
That's the whole install. /simul:setup clones this repo to ~/.simul/source/, installs the simul-mcp Python package globally (via uv tool install, with pipx / pip --user fallbacks), walks you through backend selection (Isaac Sim / Unreal / Blender / USD-only), and tells you when to restart Claude Code so the plugin's bundled MCP server can spawn cleanly.
No pip install needed — simul-mcp is not on PyPI yet, and /simul:setup handles the from-source install for you.
For a hacking-on-simul setup (you're working on the plugin itself, not just using it), use the source install below.
Requirements: Python 3.11, 3.12, or 3.13
git clone https://github.com/kickthemoon0817/simul.git
cd simul
Install only what you need. USD support is included by default — pick the simulation engines you use:
| I want to use... | Install command |
|---|---|
| USD only (headless scene analysis) | uv sync |
| Isaac Sim (NVIDIA Omniverse) | uv sync — then launch Isaac Sim with the bridge extension |
| Unreal Engine (5.x) | uv sync — then enable Remote Control in your UE project |
| Blender (Python 3.11 or 3.13) | uv sync --extra blender |
| All backends + dev tools | uv sync --extra dev --extra blender |
Or with pip:
# Core (USD + Isaac Sim + Unreal support)
pip install -e .
# With Blender
pip install -e ".[blender]"
# With dev tools
pip install -e ".[dev]"
Isaac Sim — No extra Python packages needed. Isaac Sim provides its own pxr and omni modules. Install the khemoo.simul.mcp bridge extension into Isaac Sim (see Isaac Sim Extension below), or use the Docker Compose setup.
Unreal Engine — No extra Python packages needed. Simul communicates via UE5's built-in Remote Control HTTP API. Enable the RemoteControl and PythonScriptPlugin plugins in your .uproject and configure DefaultRemoteControl.ini (see Unreal Engine Setup below).
Blender — Requires the bpy pip package which has strict Python version locks:
bpy 4.2–5.0.x (Blender 4.x)bpybpy 5.1.0 (Blender 5.1)Unity — Planned for a future release. The architecture supports adding new backends via the adapter pattern.
npx claudepluginhub kickthemoon0817/khemoo-claude-plugins --plugin simulVersion control workflow skill: micro-unit commits, PR-based review with multi-role subagents, and semver releases
Blender automation toolkit with CLI for geometry, materials, modifiers, collections, animation retargeting, and WebSocket-based real-time control
Developer tools for three.ws — scaffold agents, configure MCP servers, and get runnable code examples for paid MCP tools.
Comprehensive skill for Babylon.js 3D web rendering engine. Use this skill when building real-time 3D experiences, browser-based games, interactive visualizations, or immersive web applications. Triggers on tasks involving Babylon.js, 3D scenes, WebGL/WebGPU rendering, entity-component systems, physics simulations, PBR materials, shadow mapping, or 3D model loading. Alternative to Three.js with built-in editor integration and game engine features.
Server-agnostic field manual for AI agents driving Unreal Engine 5.7 / 5.8 through MCP. Engine-level reflection gotchas, crash patterns, subsystem-specific quirks (Niagara, MetaSound, Materials, Lumen, UMG, audio), the Python-to-MCP data channel workaround, transport requirements, and verify-after-mutate patterns. Works with any MCP server that exposes UE5 functionality — Epic's official ModelContextProtocol plugin, custom servers, or anything else.
BPX plugin for Unreal Engine asset inspection and safe edit workflows.
Build s&box games by talking to Claude. Bundles the Claude Bridge MCP server, a screenshot-driven game-dev workflow skill, and an optional sbox-game-dev specialist agent. The s&box editor addon must be installed separately (see README).