diff --git a/skills/creative/touchdesigner-mcp/SKILL.md b/skills/creative/touchdesigner-mcp/SKILL.md new file mode 100644 index 0000000..745e9ac --- /dev/null +++ b/skills/creative/touchdesigner-mcp/SKILL.md @@ -0,0 +1,356 @@ +--- +name: touchdesigner-mcp +description: "Control a running TouchDesigner instance via twozero MCP — create operators, set parameters, wire connections, execute Python, build real-time visuals. 36 native tools." +version: 1.1.0 +author: kshitijk4poor +license: MIT +platforms: [linux, macos, windows] +metadata: + hermes: + tags: [TouchDesigner, MCP, twozero, creative-coding, real-time-visuals, generative-art, audio-reactive, VJ, installation, GLSL] + related_skills: [native-mcp, ascii-video, manim-video, hermes-video] + +--- + +# TouchDesigner Integration (twozero MCP) + +## CRITICAL RULES + +1. **NEVER guess parameter names.** Call `td_get_par_info` for the op type FIRST. Your training data is wrong for TD 2025.32. +2. **If `tdAttributeError` fires, STOP.** Call `td_get_operator_info` on the failing node before continuing. +3. **NEVER hardcode absolute paths** in script callbacks. Use `me.parent()` / `scriptOp.parent()`. +4. **Prefer native MCP tools over td_execute_python.** Use `td_create_operator`, `td_set_operator_pars`, `td_get_errors` etc. Only fall back to `td_execute_python` for complex multi-step logic. +5. **Call `td_get_hints` before building.** It returns patterns specific to the op type you're working with. + +## Architecture + +``` +Hermes Agent -> MCP (Streamable HTTP) -> twozero.tox (port 40404) -> TD Python +``` + +36 native tools. Free plugin (no payment/license — confirmed April 2026). +Context-aware (knows selected OP, current network). +Hub health check: `GET http://localhost:40404/mcp` returns JSON with instance PID, project name, TD version. + +## Setup (Automated) + +Run the setup script to handle everything: + +```bash +bash "${HERMES_HOME:-$HOME/.hermes}/skills/creative/touchdesigner-mcp/scripts/setup.sh" +``` + +The script will: +1. Check if TD is running +2. Download twozero.tox if not already cached +3. Add `twozero_td` MCP server to Hermes config (if missing) +4. Test the MCP connection on port 40404 +5. Report what manual steps remain (drag .tox into TD, enable MCP toggle) + +### Manual steps (one-time, cannot be automated) + +1. **Drag `~/Downloads/twozero.tox` into the TD network editor** → click Install +2. **Enable MCP:** click twozero icon → Settings → mcp → "auto start MCP" → Yes +3. **Restart Hermes session** to pick up the new MCP server + +After setup, verify: +```bash +nc -z 127.0.0.1 40404 && echo "twozero MCP: READY" +``` + +## Environment Notes + +- **Non-Commercial TD** caps resolution at 1280×1280. Use `outputresolution = 'custom'` and set width/height explicitly. +- **Codecs:** `prores` (preferred on macOS) or `mjpa` as fallback. H.264/H.265/AV1 require a Commercial license. +- Always call `td_get_par_info` before setting params — names vary by TD version (see CRITICAL RULES #1). + +## Workflow + +### Step 0: Discover (before building anything) + +``` +Call td_get_par_info with op_type for each type you plan to use. +Call td_get_hints with the topic you're building (e.g. "glsl", "audio reactive", "feedback"). +Call td_get_focus to see where the user is and what's selected. +Call td_get_network to see what already exists. +``` + +No temp nodes, no cleanup. This replaces the old discovery dance entirely. + +### Step 1: Clean + Build + +**IMPORTANT: Split cleanup and creation into SEPARATE MCP calls.** Destroying and recreating same-named nodes in one `td_execute_python` script causes "Invalid OP object" errors. See pitfalls #11b. + +Use `td_create_operator` for each node (handles viewport positioning automatically): + +``` +td_create_operator(type="noiseTOP", parent="/project1", name="bg", parameters={"resolutionw": 1280, "resolutionh": 720}) +td_create_operator(type="levelTOP", parent="/project1", name="brightness") +td_create_operator(type="nullTOP", parent="/project1", name="out") +``` + +For bulk creation or wiring, use `td_execute_python`: + +```python +# td_execute_python script: +root = op('/project1') +nodes = [] +for name, optype in [('bg', noiseTOP), ('fx', levelTOP), ('out', nullTOP)]: + n = root.create(optype, name) + nodes.append(n.path) +# Wire chain +for i in range(len(nodes)-1): + op(nodes[i]).outputConnectors[0].connect(op(nodes[i+1]).inputConnectors[0]) +result = {'created': nodes} +``` + +### Step 2: Set Parameters + +Prefer the native tool (validates params, won't crash): + +``` +td_set_operator_pars(path="/project1/bg", parameters={"roughness": 0.6, "monochrome": true}) +``` + +For expressions or modes, use `td_execute_python`: + +```python +op('/project1/time_driver').par.colorr.expr = "absTime.seconds % 1000.0" +``` + +### Step 3: Wire + +Use `td_execute_python` — no native wire tool exists: + +```python +op('/project1/bg').outputConnectors[0].connect(op('/project1/fx').inputConnectors[0]) +``` + +### Step 4: Verify + +``` +td_get_errors(path="/project1", recursive=true) +td_get_perf() +td_get_operator_info(path="/project1/out", detail="full") +``` + +### Step 5: Display / Capture + +``` +td_get_screenshot(path="/project1/out") +``` + +Or open a window via script: + +```python +win = op('/project1').create(windowCOMP, 'display') +win.par.winop = op('/project1/out').path +win.par.winw = 1280; win.par.winh = 720 +win.par.winopen.pulse() +``` + +## MCP Tool Quick Reference + +**Core (use these most):** +| Tool | What | +|------|------| +| `td_execute_python` | Run arbitrary Python in TD. Full API access. | +| `td_create_operator` | Create node with params + auto-positioning | +| `td_set_operator_pars` | Set params safely (validates, won't crash) | +| `td_get_operator_info` | Inspect one node: connections, params, errors | +| `td_get_operators_info` | Inspect multiple nodes in one call | +| `td_get_network` | See network structure at a path | +| `td_get_errors` | Find errors/warnings recursively | +| `td_get_par_info` | Get param names for an OP type (replaces discovery) | +| `td_get_hints` | Get patterns/tips before building | +| `td_get_focus` | What network is open, what's selected | + +**Read/Write:** +| Tool | What | +|------|------| +| `td_read_dat` | Read DAT text content | +| `td_write_dat` | Write/patch DAT content | +| `td_read_chop` | Read CHOP channel values | +| `td_read_textport` | Read TD console output | + +**Visual:** +| Tool | What | +|------|------| +| `td_get_screenshot` | Capture one OP viewer to file | +| `td_get_screenshots` | Capture multiple OPs at once | +| `td_get_screen_screenshot` | Capture actual screen via TD | +| `td_navigate_to` | Jump network editor to an OP | + +**Search:** +| Tool | What | +|------|------| +| `td_find_op` | Find ops by name/type across project | +| `td_search` | Search code, expressions, string params | + +**System:** +| Tool | What | +|------|------| +| `td_get_perf` | Performance profiling (FPS, slow ops) | +| `td_list_instances` | List all running TD instances | +| `td_get_docs` | In-depth docs on a TD topic | +| `td_agents_md` | Read/write per-COMP markdown docs | +| `td_reinit_extension` | Reload extension after code edit | +| `td_clear_textport` | Clear console before debug session | + +**Input Automation:** +| Tool | What | +|------|------| +| `td_input_execute` | Send mouse/keyboard to TD | +| `td_input_status` | Poll input queue status | +| `td_input_clear` | Stop input automation | +| `td_op_screen_rect` | Get screen coords of a node | +| `td_click_screen_point` | Click a point in a screenshot | +| `td_screen_point_to_global` | Convert screenshot pixel to absolute screen coords | + +The table above covers the 32 tools used in typical creative workflows. The remaining 4 tools (`td_project_quit`, `td_test_session`, `td_dev_log`, `td_clear_dev_log`) are admin/dev-mode utilities — see `references/mcp-tools.md` for the full 36-tool reference with complete parameter schemas. + +## Key Implementation Rules + +**GLSL time:** No `uTDCurrentTime` in GLSL TOP. Use the Values page: +```python +# Call td_get_par_info(op_type="glslTOP") first to confirm param names +td_set_operator_pars(path="/project1/shader", parameters={"value0name": "uTime"}) +# Then set expression via script: +# op('/project1/shader').par.value0.expr = "absTime.seconds" +# In GLSL: uniform float uTime; +``` + +Fallback: Constant TOP in `rgba32float` format (8-bit clamps to 0-1, freezing the shader). + +**Feedback TOP:** Use `top` parameter reference, not direct input wire. "Not enough sources" resolves after first cook. "Cook dependency loop" warning is expected. + +**Resolution:** Non-Commercial caps at 1280×1280. Use `outputresolution = 'custom'`. + +**Large shaders:** Write GLSL to `/tmp/file.glsl`, then use `td_write_dat` or `td_execute_python` to load. + +**Vertex/Point access (TD 2025.32):** `point.P[0]`, `point.P[1]`, `point.P[2]` — NOT `.x`, `.y`, `.z`. + +**Extensions:** `ext0object` format is `"op('./datName').module.ClassName(me)"` in CONSTANT mode. After editing extension code with `td_write_dat`, call `td_reinit_extension`. + +**Script callbacks:** ALWAYS use relative paths via `me.parent()` / `scriptOp.parent()`. + +**Cleaning nodes:** Always `list(root.children)` before iterating + `child.valid` check. + +## Recording / Exporting Video + +```python +# via td_execute_python: +root = op('/project1') +rec = root.create(moviefileoutTOP, 'recorder') +op('/project1/out').outputConnectors[0].connect(rec.inputConnectors[0]) +rec.par.type = 'movie' +rec.par.file = '/tmp/output.mov' +rec.par.videocodec = 'prores' # Apple ProRes — NOT license-restricted on macOS +rec.par.record = True # start +# rec.par.record = False # stop (call separately later) +``` + +H.264/H.265/AV1 need Commercial license. Use `prores` on macOS or `mjpa` as fallback. +Extract frames: `ffmpeg -i /tmp/output.mov -vframes 120 /tmp/frames/frame_%06d.png` + +**TOP.save() is useless for animation** — captures same GPU texture every time. Always use MovieFileOut. + +### Before Recording: Checklist + +1. **Verify FPS > 0** via `td_get_perf`. If FPS=0 the recording will be empty. See pitfalls #38-39. +2. **Verify shader output is not black** via `td_get_screenshot`. Black output = shader error or missing input. See pitfalls #8, #40. +3. **If recording with audio:** cue audio to start first, then delay recording by 3 frames. See pitfalls #19. +4. **Set output path before starting record** — setting both in the same script can race. + +## Audio-Reactive GLSL (Proven Recipe) + +### Correct signal chain (tested April 2026) + +``` +AudioFileIn CHOP (playmode=sequential) + → AudioSpectrum CHOP (FFT=512, outputmenu=setmanually, outlength=256, timeslice=ON) + → Math CHOP (gain=10) + → CHOP to TOP (dataformat=r, layout=rowscropped) + → GLSL TOP input 1 (spectrum texture, 256x2) + +Constant TOP (rgba32float, time) → GLSL TOP input 0 +GLSL TOP → Null TOP → MovieFileOut +``` + +### Critical audio-reactive rules (empirically verified) + +1. **TimeSlice must stay ON** for AudioSpectrum. OFF = processes entire audio file → 24000+ samples → CHOP to TOP overflow. +2. **Set Output Length manually** to 256 via `outputmenu='setmanually'` and `outlength=256`. Default outputs 22050 samples. +3. **DO NOT use Lag CHOP for spectrum smoothing.** Lag CHOP operates in timeslice mode and expands 256 samples to 2400+, averaging all values to near-zero (~1e-06). The shader receives no usable data. This was the #1 audio sync failure in testing. +4. **DO NOT use Filter CHOP either** — same timeslice expansion problem with spectrum data. +5. **Smoothing belongs in the GLSL shader** if needed, via temporal lerp with a feedback texture: `mix(prevValue, newValue, 0.3)`. This gives frame-perfect sync with zero pipeline latency. +6. **CHOP to TOP dataformat = 'r'**, layout = 'rowscropped'. Spectrum output is 256x2 (stereo). Sample at y=0.25 for first channel. +7. **Math gain = 10** (not 5). Raw spectrum values are ~0.19 in bass range. Gain of 10 gives usable ~5.0 for the shader. +8. **No Resample CHOP needed.** Control output size via AudioSpectrum's `outlength` param directly. + +### GLSL spectrum sampling + +```glsl +// Input 0 = time (1x1 rgba32float), Input 1 = spectrum (256x2) +float iTime = texture(sTD2DInputs[0], vec2(0.5)).r; + +// Sample multiple points per band and average for stability: +// NOTE: y=0.25 for first channel (stereo texture is 256x2, first row center is 0.25) +float bass = (texture(sTD2DInputs[1], vec2(0.02, 0.25)).r + + texture(sTD2DInputs[1], vec2(0.05, 0.25)).r) / 2.0; +float mid = (texture(sTD2DInputs[1], vec2(0.2, 0.25)).r + + texture(sTD2DInputs[1], vec2(0.35, 0.25)).r) / 2.0; +float hi = (texture(sTD2DInputs[1], vec2(0.6, 0.25)).r + + texture(sTD2DInputs[1], vec2(0.8, 0.25)).r) / 2.0; +``` + +See `references/network-patterns.md` for complete build scripts + shader code. + +## Operator Quick Reference + +| Family | Color | Python class / MCP type | Suffix | +|--------|-------|-------------|--------| +| TOP | Purple | noiseTOP, glslTOP, compositeTOP, levelTop, blurTOP, textTOP, nullTOP | TOP | +| CHOP | Green | audiofileinCHOP, audiospectrumCHOP, mathCHOP, lfoCHOP, constantCHOP | CHOP | +| SOP | Blue | gridSOP, sphereSOP, transformSOP, noiseSOP | SOP | +| DAT | White | textDAT, tableDAT, scriptDAT, webserverDAT | DAT | +| MAT | Yellow | phongMAT, pbrMAT, glslMAT, constMAT | MAT | +| COMP | Gray | geometryCOMP, containerCOMP, cameraCOMP, lightCOMP, windowCOMP | COMP | + +## Security Notes + +- MCP runs on localhost only (port 40404). No authentication — any local process can send commands. +- `td_execute_python` has unrestricted access to the TD Python environment and filesystem as the TD process user. +- `setup.sh` downloads twozero.tox from the official 404zero.com URL. Verify the download if concerned. +- The skill never sends data outside localhost. All MCP communication is local. + +## References + +| File | What | +|------|------| +| `references/pitfalls.md` | Hard-won lessons from real sessions | +| `references/operators.md` | All operator families with params and use cases | +| `references/network-patterns.md` | Recipes: audio-reactive, generative, GLSL, instancing | +| `references/mcp-tools.md` | Full twozero MCP tool parameter schemas | +| `references/python-api.md` | TD Python: op(), scripting, extensions | +| `references/troubleshooting.md` | Connection diagnostics, debugging | +| `references/glsl.md` | GLSL uniforms, built-in functions, shader templates | +| `references/postfx.md` | Post-FX: bloom, CRT, chromatic aberration, feedback glow | +| `references/layout-compositor.md` | HUD layout patterns, panel grids, BSP-style layouts | +| `references/operator-tips.md` | Wireframe rendering, feedback TOP setup | +| `references/geometry-comp.md` | Geometry COMP: instancing, POP vs SOP, morphing | +| `references/audio-reactive.md` | Audio band extraction, beat detection, envelope following | +| `references/animation.md` | LFOs, timers, keyframes, easing, expression-driven motion | +| `references/midi-osc.md` | MIDI/OSC controllers, TouchOSC, multi-machine sync | +| `references/particles.md` | POPs and legacy particleSOP — emission, forces, collisions | +| `references/projection-mapping.md` | Multi-window output, corner pin, mesh warp, edge blending | +| `references/external-data.md` | HTTP, WebSocket, MQTT, Serial, TCP, webserverDAT | +| `references/panel-ui.md` | Custom params, panel COMPs, button/slider/field, panelExecuteDAT | +| `references/replicator.md` | replicatorCOMP — data-driven cloning, layouts, callbacks | +| `references/dat-scripting.md` | Execute DAT family — chop/dat/parameter/panel/op/executeDAT | +| `references/3d-scene.md` | Lighting rigs, shadows, IBL/cubemaps, multi-camera, PBR | +| `scripts/setup.sh` | Automated setup script | + +--- + +> You're not writing code. You're conducting light.