BundledCreativeVersion 1.1.0

TouchDesigner MCP Skill: Control TD via Hermes Agent with twozero

Control TouchDesigner via twozero MCP.

Written by Neura Market from the official Hermes Agent documentation for Touchdesigner Mcp. Commands, paths, and version numbers are reproduced from the source unchanged.

Read the official documentation

The TouchDesigner MCP skill lets you control TouchDesigner (TD) from Hermes Agent using the twozero MCP plugin. You build, wire, parameterize, and render real-time visuals entirely through natural language or scripted agent workflows. This is for generative artists, VJs, installation builders, and anyone who wants to automate TD without touching the mouse.

What it does

The skill exposes 36 native MCP tools that map directly to TD operations: creating operators, setting parameters, wiring nodes, reading data tables, capturing screenshots, recording video, and even automating mouse and keyboard input. The agent communicates with twozero.tox over Streamable HTTP on localhost port 40404. The plugin is free, open source (MIT), and works on Linux, macOS, and Windows.

Before you start

  • TouchDesigner must be installed. Non-Commercial editions work but cap output resolution at 1280x1280.
  • The twozero.tox plugin must be downloaded and installed into a running TD session. The automated setup script handles most of this.
  • Hermes Agent must be running with the skill enabled. The skill is bundled by default at skills/creative/touchdesigner-mcp.
  • The MCP server runs on localhost only. No authentication is enforced, so any local process can send commands.
  • td_execute_python has full filesystem access as the TD process user. Treat it like a local shell.

Automated setup

Run the setup script once. It checks if TD is running, downloads twozero.tox if not cached, adds the MCP server to the Hermes config, tests the connection on port 40404, and reports remaining manual steps.

bash "${HERMES_HOME:-$HOME/.hermes}/skills/creative/touchdesigner-mcp/scripts/setup.sh"

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 the connection:

nc -z 127.0.0.1 40404 && echo "twozero MCP: READY"

Architecture

Hermes Agent -> MCP (Streamable HTTP) -> twozero.tox (port 40404) -> TD Python

A health check endpoint at GET http://localhost:40404/mcp returns JSON with the instance PID, project name, and TD version.

Critical rules

These rules prevent the most common failures. The agent enforces them, but you should know them too.

  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.

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:

# 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:

op('/project1/time_driver').par.colorr.expr = "absTime.seconds % 1000.0"

Step 3: Wire

Use td_execute_python, no native wire tool exists:

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:

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):

ToolWhat
td_execute_pythonRun arbitrary Python in TD. Full API access.
td_create_operatorCreate node with params + auto-positioning
td_set_operator_parsSet params safely (validates, won't crash)
td_get_operator_infoInspect one node: connections, params, errors
td_get_operators_infoInspect multiple nodes in one call
td_get_networkSee network structure at a path
td_get_errorsFind errors/warnings recursively
td_get_par_infoGet param names for an OP type (replaces discovery)
td_get_hintsGet patterns/tips before building
td_get_focusWhat network is open, what's selected

Read/Write:

ToolWhat
td_read_datRead DAT text content
td_write_datWrite/patch DAT content
td_read_chopRead CHOP channel values
td_read_textportRead TD console output

Visual:

ToolWhat
td_get_screenshotCapture one OP viewer to file
td_get_screenshotsCapture multiple OPs at once
td_get_screen_screenshotCapture actual screen via TD
td_navigate_toJump network editor to an OP

Search:

ToolWhat
td_find_opFind ops by name/type across project
td_searchSearch code, expressions, string params

System:

ToolWhat
td_get_perfPerformance profiling (FPS, slow ops)
td_list_instancesList all running TD instances
td_get_docsIn-depth docs on a TD topic
td_agents_mdRead/write per-COMP markdown docs
td_reinit_extensionReload extension after code edit
td_clear_textportClear console before debug session

Input Automation:

ToolWhat
td_input_executeSend mouse/keyboard to TD
td_input_statusPoll input queue status
td_input_clearStop input automation
td_op_screen_rectGet screen coords of a node
td_click_screen_pointClick a point in a screenshot
td_screen_point_to_globalConvert 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:

# 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

# 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

// 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

FamilyColorPython class / MCP typeSuffix
TOPPurplenoiseTOP, glslTOP, compositeTOP, levelTop, blurTOP, textTOP, nullTOPTOP
CHOPGreenaudiofileinCHOP, audiospectrumCHOP, mathCHOP, lfoCHOP, constantCHOPCHOP
SOPBluegridSOP, sphereSOP, transformSOP, noiseSOPSOP
DATWhitetextDAT, tableDAT, scriptDAT, webserverDATDAT
MATYellowphongMAT, pbrMAT, glslMAT, constMATMAT
COMPGraygeometryCOMP, containerCOMP, cameraCOMP, lightCOMP, windowCOMPCOMP

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.

When not to use it

If you need to control TD from a remote machine or over a network, this skill is not designed for that. The MCP server binds to localhost only. For multi-machine setups, consider MIDI/OSC or the webserverDAT approach described in the references. Also, if you are working with a Commercial TD license and need H.264/H.265/AV1 encoding, the recording tools here work, but the codec selection is limited by your license.

Limits and gotchas

  • Non-Commercial TD caps resolution at 1280x1280. Always set outputresolution = 'custom' and specify width/height explicitly.
  • The td_execute_python tool is powerful but can crash TD if you pass invalid Python. Always test complex scripts in a separate TD session first.
  • The audio-reactive recipe is tested and works, but the Lag and Filter CHOP rules are hard requirements. Ignoring them produces silent failures.
  • The TOP.save() method captures a single frame and is useless for animation. Always use MovieFileOut for video.
  • Setting the output path and starting recording in the same td_execute_python call can race. Set the path first, then start recording in a separate call.

What pairs with this

The skill ships alongside ascii-video and manim-video in the Creative category. For deeper dives, the references directory contains 20+ files covering pitfalls, operator families, network patterns, GLSL, post-FX, layout compositing, geometry instancing, audio reactivity, animation, MIDI/OSC, particles, projection mapping, external data, panel UI, replicator, DAT scripting, and 3D scenes. Start with references/pitfalls.md to avoid the most common mistakes.

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