gripforge-mcp
gripforgeai/gripforge-mcpAttach weapons & props to rigged 3D characters. GripForge finds the hand bone whatever the rig calls it (Tripo, Meshy, Mixamo, AccuRIG conventions), scales the prop to the character's hand, closes the fist around the grip, and returns engine-ready binds for Three.js, Unity and Godot — plus an optional armed GLB export with the fist baked in. Assets are passed as URLs, so Tripo/Meshy download links work directly. The missing step between AI 3D generation and a playable character. Free plan includes 3 attaches per month.
Score: 100/100
Handshake verified by our own probe.
Tools · 245
ADMIN ONLY. Start here to create original VFX beyond presets. Returns the editable source format, shader helpers, geometry budgets and a working example. Workflow: write custom source -> render -> ins…
ADMIN ONLY. Read a project in the authenticated workspace. Returns project.json, per-layer .vert/.frag source, current revision, recent revision history and a Studio link. Read an older revision to re…
ADMIN ONLY. Create with project, or update id with project OR edits:[{path,content}]. Updates require expected_revision. Returns HTTP 202 job_id and studio_url immediately. Poll gripforge_generation_r…
ADMIN ONLY. Queue a durable render of an owned id OR an unsaved project at 1–4 timestamps. Returns job_id immediately. Poll gripforge_generation_read with include_preview for the actual rendered image…
ADMIN ONLY. Queue a fresh GripForge capture and independent visual review without writing another source revision. Poll gripforge_generation_read; inspect its preview, then explicitly promote if appro…
ADMIN ONLY. Explicitly promote work after a trusted positive review matching this source, dependencies and renderer. expectedCurrent is the existing validated revision, or null.
ADMIN ONLY. Text/image -> durable generation job -> original geometry/shaders -> actual GripForge rendering -> visual critique/correction -> workspace work revision. Returns immediately with job_id, s…
Save an independent door pose on one prepared vehicle instance in a saved scene. doors maps Door_FL/FR/RL/RR to 0 (closed)..1 (open). Unspecified doors retain their state; null clears the manual pose.…
Durable Blender preparation of an owned static segmented GLB. Map each Door_FL/FR/RL/RR or Wheel_FL/FR/RL/RR to exact mesh node names from the segmentation report. Keeps geometry placement, UVs and PB…
Read the concept-first vehicle recipe, canonical parts, hinge convention, limits, quotes and revision workflow.
Read vehicle_schema first. Recommended recipe.workflow=body_wheels follows concept → references (five wheel-less body views + wheel) → geometry (stop/review) → topology (stop/review) → build (PBR + wh…
Quote then queue one durable Tripo v2 semantic segmentation of an owned immutable GLB, including Meshy or Blender sources. stage=plan is free; stage=build requires quoted budget. 40 Tripo provider cre…
Read the native export → binary upload → persistent map import workflow, limits and explicit conversion caveats. Native extraction requires the local MCP and an installed Unreal editor. Hosted MCP/API…
Queue a persistent import of schema gripforge.unreal-studio-import.v1. Upload files via local gripforge_map_unreal_upload_local or POST /api/v1/maps/import/unreal/assets first. document is a common Sc…
Read the bounded recipe and concept-first workflow for Meshy + Blender flexible weapons, costs, pinned component reuse and source animation requirements.
Persistent concept → isolated handle/segment references → Meshy PBR components → FlexibleChain XPBD → Blender assembly/rig → actual GripForge renderer review. Read flexible_weapon_schema first. recipe…
Read the bounded recipe schema for the shared FlexibleChain solver. Presets: whip, rope, tail. Input can follow an exact named mount in a pinned GLB animation or sampled world-space motion. Includes u…
Queue a persistent 240 Hz XPBD simulation using GripForge Scene Engine. Read flexible_chain_schema first. recipe version=1: preset whip|rope|tail, duration<=10s, fps=30|60, physics {length,segments,da…
Queue a durable armor-kit job: one shared concept, isolated Imagine references, Meshy PBR models, bounded Blender interior preparation and paired GLB exports, then actual GripForge wearer review. Type…
Read an owned kit manifest, semantic slots and immutable piece revisions. Equipment and instances remain independent. Returns the Grip Studio link. To correct selected types, call gripforge_armor_gene…
Fork a failed/cancelled armor job into a new work kit. Preserve completed pieces and the exact shared concept; recreate only unfinished types by default. Optional pieces chooses types explicitly. Use …
Queue a one-time materialization of an owned legacy terrain map into the shared Scene Engine. Preserve the saved spec, seed, resolution, family replacements, placed assets and removed props. Completed…
Read the concept-first map workflow, immutable image reference format, costs and an example. Concepts, map work scenes and external engine delivery are separate steps.
Queue a persistent map job. stage=concept creates a private master overview plus optional views and stops. views: overview,top_down,entrance,objective. All additional views are conditioned on the SAME…
Queue a scoped edit of saved scene nodes or a region. The server derives the allowed scope and preserves locks, gameplay zones, outside geometry and the last validated revision. Blender may fabricate …
List persistent proposals and their base revision, status and descriptions.
Read the original scene, proposed document and scoped commands. Use the Studio link to inspect actual rendering before applying.
Explicitly accept or discard a proposal after inspecting it. Accept requires expectedRevision to match the exact base and current work revision. Atomic: concurrent changes or discard abort the save. C…
Start here. Read the shared scene model, kinds, commands, limits and an editable example. Assets are immutable revisions; placed objects are independent instances. Scene saves create work revisions, n…
Apply reusable architectural surface profiles and GTAO to a saved work scene. Read gripforge_scene_schema.realism first. assignments [{nodeId,material:"*" or a named slot,surface:{preset:preserve|bric…
Plan or apply render.realism across shared PBR materials, immutable textures, surface shaders, lighting, post-processing, environment and skinned character rendering, with a bounded render quality and…
Read render.realism systems, modes, bounds and immutable-source workflow for an accessible scene.
Queue resumable browser texture variants for a saved scene. Preserve original GLBs, geometry, transforms, PBR, animations and Library heads. Color textures up to 1024px, data maps up to 512px and terr…
List scenes, work/validated revision pointers and links in the authenticated workspace.
Read the editable SceneDocument at work, validated, or a numbered revision. Keep work_revision for optimistic writes. Validated can be absent.
Create a draft scene. Pin Library assets first and use returned assetId/revisionId references. The response contains a GripForge Studio link. Exporting a VFX definition must not include this test scen…
Save a complete SceneDocument. expectedRevision must equal the latest work revision. A 409 is a real conflict: reread before changing it. Does not change the validated revision or source Library asset…
Apply insert/remove/transform/replace/update commands atomically. Environment updates can configure shared 3D cloud layers (density, altitude, wind, colour and quality); see gripforge_scene_schema. Re…
Read work/current pointers, immutable revision history and trusted visual review evidence. A rejected or unavailable review does not change the validated version.
Queue a persistent render and independent visual review of the exact saved work revision. Poll generation_read. Optional assetRef records the review on the exact isolated asset revision as well; requi…
Explicitly promote the latest work revision only if its trusted visual review matches the exact content, dependencies and current renderer. expectedCurrent must match the existing validated pointer or…
Archive the owned Library resource bytes and metadata for use in scenes. Returns assetId/revisionId, capabilities, material/animation names and sockets. Repeating for identical content reuses the arch…
Read immutable asset work/current pointers and the trusted review of work. Does not create a version.
Create a shared test scene and queue an independent review of real GripForge captures. Supports meshes, textures and effects. Never promotes automatically.
Promote only when the exact work revision has a matching trusted review for the current renderer. Existing scene instances keep their pinned revision.
Read the native FPS hand template, recipe defaults, limits and reuse workflow. Geometry is manufactured from an articulated FPS template, independently of full-body character generation.
Manufacture a NEW fps-arms work asset using the native FPS template: curved hand surface refinement, fitted skinned long sleeves/cuff, optional tactical glove reinforcement and embedded PBR. recipe={v…
Queue a persistent FPS work asset. Pistol recipe: {version:1,preset:"pistol",name:"Pistol FPS",tempo:1}, tempo 0.7–1.3; manufactures paired arms and articulated pistol clips plus .blend in Blender. Ma…
List workspace jobs. Jobs and completed steps survive closing the studio or restarting the web server and worker.
Poll a job returned by a generation tool. Includes durable steps, progress, failure/retry state and the resulting work revision with a Studio link. include_preview returns saved HUD/map/building conce…
Request worker cancellation while retaining completed steps and artifacts. Closing a page alone does not cancel a job.
Retry a failed or cancelled job, reusing completed steps. An unconfirmed interrupted provider call may be executed again when explicitly retried.
Queue a bounded Blender recipe, never arbitrary Python. Saves GLB and .blend in the workspace as an unvalidated work version with a shared Scene Studio link. Read gripforge_scene_schema for recipe fie…
Read a dedicated-server project (gpj_…) in the authenticated workspace. Not a Library asset.
List dedicated game servers in the workspace with current status and latest instance.
Read one dedicated server, its instance, engine/networking detection and integration status.
Create a dedicated server record. Godot supports ENet and gfnet; gfnet requires a game server Docker image that boots its simulation and validation hooks. Does not start the process until deploy.
Create a Docker instance for this server and start it. Local demo uses a real container (python heartbeat unless a custom image is set). Mutating.
Start the existing instance. Mutating.
Stop the running instance. Mutating.
Restart the running instance. Mutating.
Update desired max players. Does not resize cloud hardware (Docker provider has no node pool). Mutating.
HIGH IMPACT. Stops the instance and deletes the server. Requires confirm=true. Owner only.
Stdout/stderr from the runtime provider (Docker logs). Not stored in SQL.
CPU, memory, network counters and player count from the metrics provider.
Activity feed: server.created, server.ready, player.joined, match.started, …
List game_builds (not Godot kit zips at /api/v1/builds).
Read one game build. Upload/deploy of Linux dedicated artifacts is not implemented yet.
Not implemented. Returns 501 until artifact upload exists.
Not implemented. Returns 501. Mutating / production-sensitive.
Sessions reported by the Unity SDK. Empty until the SDK calls player.joined.
Read one player session on a server.
Requires the Unity SDK. Currently returns 501. Mutating.
HIGH IMPACT. Requires the Unity SDK. Currently returns 501. Owner only.
Requires the Unity SDK. Currently returns 501. Never runs a shell on the host.
Worlds stored for the workspace or a server’s project. Empty until worlds are implemented.
Not implemented. Returns 501.
Not implemented. Returns 501. Mutating.
HIGH IMPACT. Not implemented. Returns 501.
Matches recorded for a server (SDK or API).
Read one match record.
Records match.started. Does not spawn a new process. Mutating.
Marks the match ended. Mutating.
List the online (multiplayer) rooms of the workspace with their live state. A closed page can leave a room open until its lifetime ends; each workspace holds at most 8 live rooms, so list and close th…
Close and delete one online room (frees the room quota). Invitations to it stop working. Mutating.
Read source-linked plans (get), author one (plan), construct actual kit content atomically (build, with plan_id, options and expected_revision; dry_run previews; activate explicitly sets the entry sce…
Read every spatial obligation in the saved game contract (get), or save region/location classifications, hierarchy, entries and intended connections (put). No genre counts. Old contracts need explicit…
Journey — once the user's game is understood (any game: no character, enemy, level, ending or known genre is required). Record what the game contains; for a known genre, its definition of done and the…
Resolve the saved contract, transitive capabilities and rules into an inspectable requirement graph. Does not run tests. 0 credits.
Inspect project structure and flow, preserve fresh build evidence and report unsupported tests explicitly. 0 credits.
Journey — while building: what the contract still misses, leaves unverified, fails or blocks. The genre defects come from gripforge_game_audit. Read the contract, requirements, implementation status, …
Journey — after each change, with gripforge_game_test (the headless playtest). Passing tests are not a finished game: gripforge_game_audit, then gripforge_validate_release. Queue validation on the exi…
Queue bounded completion using existing kit installers and regression tests. Installs only the provider that fits the game and only kits of its genre, preset or request (never a kit that makes it anot…
Journey — last, after gripforge_game_audit says complete. The game is finished only when report.ready=true on a contract that holds what the user chose for the game (genre proposals taken included); o…
List live Rust/Bevy previews for an authorized Game Kit project. Open the project Rust player in GripForge first. No server-side solo simulation. 0 credits.
Queue a versioned GripForge runtime command for the exact browser session. Use inspect, apply_patch, set_relief (off/pom/spom on configured relief surfaces), step (paused only), run_test, play, pause,…
Read received/applied/rejected status for a Rust preview request, including simulation boundary and revisions. 0 credits.
Local optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local r…
Local optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local r…
Local optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local r…
Local optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local r…
List the play tabs of a game that a member of the workspace has open right now (heartbeat within 30 s; closed tabs are gone): session id, last seen, viewer role, engine, backend (webgpu/webgl2) and re…
Read the debug inspector of a game open in a browser by a member of its workspace (the play page, Bevy player): frame rate and frame time (p50/p95/p99, worst, slow frames, stages of a frame), GPU and …
Send ops of gripforge.debug/1 to the debug inspector of a game open in a browser by a member of its workspace, then read the snapshot: { op: "mode", wireframe?, colliders?, bounds? } (wireframe, colli…
Journey — last, and never for a local engine project (gripforge game-attach works in it). Run gripforge_game_audit then gripforge_validate_release first: export a game whose verdict is complete and wh…
Journey — first: analyse the project or the plan, then recommend the kits that fit, each with what it brings, and offer to plug them in ("these kits would help: shall I plug them in?"); never impose t…
Read one Game Kit: its manifest (provides / requires capabilities, asset slots, data collections, events), README docs, config JSON schema with defaults, version and changelog (information only: proje…
The API reference of one Game Kit, as compact Markdown: what it does and when to use it, every config key (type, default, unit, limits; mod = a mod may set it, live = read again while the game runs, s…
The GripForge docs, embedded in this MCP (readable offline, versioned with it), as Markdown. Without topic: the list of topics. With topic: its text, or one section (section = a heading, its number su…
Journey — first on an existing project; gripforge_game_audit then says what stands between it and a finished game. Start here for an existing project. Lists the kits installed in a Game Kit project (g…
Journey — while composing. A kit installed and left empty is not done (audio.core without a sound, ui.endscreen without an end condition): gripforge_game_audit names them. Content is data, not code: g…
Uninstall a kit from a Game Kit project (gkp_…). Remove a kit the user installed (addedBy user in gripforge_gamekit_installed) only when the user asks. game.engine (the engine of the game) and the def…
Declare that the GAME serves a capability itself instead of a kit (GameProjectDoc.hostProvides), as the engine host serves physics.character: the user's own Godot / Unity / Unreal / Bevy terrain answe…
Journey — while composing, and to fix what gripforge_game_audit reports (its defects carry the exact config to write). Content is data, not code: generic systems in code (kits, parameters, hooks); lev…
Dependency graph of a Game Kit project: nodes (installed kits with version, provides, requires), edges labelled by capability, same-scene overlaps (conflicts: several enabled providers of one exclusiv…
Projects always follow the latest version of their kits: the studio updates them automatically when a project is opened. Use this to do it now. Dry-run by default: returns the plan (from / to version,…
Journey — kits into a local engine project, in place (with the CLI: gripforge game-attach <gkp_id> <folder>, Bevy, Godot, Unity or Unreal; never an export); a final delivery is last. Run gripforge_gam…
Journey — while composing; gripforge_game_audit includes this report, with the creatures, the controls, the playtest and the definition of done of the genre. Report the capabilities a Game Kit project…
Store artistic intent on the existing Game Kit project (game.engine), separately from gameplay: look, world/theme, palette, proportions/materials/lighting notes and device budget. Read first, then set…
Publish the Game Kit project so its play link opens without an account, and start its online server if the game is online (same API as the Publish button and `gripforge game-publish`). mode=preview sh…
One original square icon from the saved game art direction, delivered as PNG, macOS ICNS and Windows ICO in the Library. get returns the latest complete pack. quote prices generation; run queues it af…
Generic concept → theme pipeline for a Game Kit project: the saved art direction (gripforge_game_art_direction: look, theme, palette, notes, device) becomes ONE interface concept image (title, main me…
Read asset requirements from enabled Game Kits and game.engine archetypes. Without slot: report missing files/bindings, template defaults, metadata style/theme conflicts, unknown classifications and t…
Journey — create (or reuse the user's project), then bind a model to each creature slot the game has (get carries the creatures report) and set the controls: action=controls applies the control scheme…
Journey — when the game has creatures, right after creating or binding: no unit stays a capsule, every model gets its movement and action clips (read from its passport, never named in code). gripforge…
The animation layers of the characters of a Game Kit project (gkp_…), part of the generic animation layer of the kits (module-kits packages/gamekits/src/runtime/anim-layers.ts, mixed in Rust by the pl…
Journey — the build order of the content; its last step is gripforge_game_audit, not "it loads". Content is data, not code: generic systems in code (kits, parameters, hooks); levels, characters, weapo…
Journey — while building or after: a packaged way to apply the same extension mechanisms (config, documents, hooks, reactions) as one separable unit — a variant to switch on, content added over the ga…
The scenes and levels of a Game Kit project (gkp_…), game.engine 1.7 — use this tool, never code a scene manager. A scene has a kind: interface (no world: title, main menu, credits — kits build nothin…
Journey — the content of the game, as data (documents, config), never as code. Once written, gripforge_game_audit lists what a game of its genre usually has, as proposals (a quest, a way to win or los…
Journey — to look at the running game. Share it as finished only when gripforge_game_audit says complete and gripforge_validate_release says ready; otherwise say what is left. Get the browser play URL…
Journey — after each change: it also checks what the game chose (its scheme's gestures, fullscreen, right button, pointer capture, texts against the bindings). A playtest that passes is not a finished…
One report of everything that stands between a Game Kit project (gkp_…) and a FINISHED game of its genre — run it before telling the user a game is done, and again after each round of fixes. It aggreg…
Journey — a MOBA needs distinct heroes; then gripforge_game_audit for the minions, towers, jungle monsters and the rest of a finished MOBA. Turn champions into the playable roster of a moba project (p…
Journey — after the roster; gripforge_game_audit lists it among what a finished MOBA has. Write and bind a cast effect for each ability of a Game Kit project that has none: an area gets a ground shock…
The map of a moba project as a gameplay plan: bounds, team bases and spawns, 1 to 5 lanes (the minions' paths), structure slots (towers, inhibitors, nexus), jungle zones and camp slots, objective zone…
Make a map of the terrain studio the world of a game that has the world.terrain kit. Pass map (a terrain studio map id, lvl_…) or scene (a scene id, with terrain when the scene has several terrain nod…
The map of GripForge studios and their chained tools (steps, kind code/ai/tool/analysis, manual equivalent of each step). Call it BEFORE guessing a tool name. With item_id, `available` says what is po…
Run a chained tool server-side (computation happens in the GripForge compute service). Returns the step-by-step run. status "needs-manual" = the chain stopped on purpose: read manual_hint, fix it (gri…
The shared history of chained-tool runs (web page and agents alike), newest first: which tool, on which item, each step, where it stopped and the URL to resume.
Read or correct the passport of a locker mesh (size, orientation, reference skeleton, colliders). `manual` merges a human correction (it always wins and survives regeneration); `clear` removes one. Me…
Generate input.joystick source files and installation instructions: touch + mouse, independent dual sticks, radial deadzone, continuous holding and release/focus reset. Unreal runtime Pawn component, …
combat.abilities: inspect schema, get an editable Chrono Crab example, validate a pack or export executable Godot, Unity and Unreal source adapters. Shared costs, cooldowns, conditions, targeting, win…
Reusable death/victory screen concepts backed by the existing ui.endscreen Game Kit. List four visual templates, validate or export screen.json + a standalone web/Bevy presenter + runnable preview. No…
Read the reusable creature anatomy/rig workflow, coordinate contract, limits and export formats. Detect anatomy before authoring; source GLB, asset instances and draft rig stay separate. Blender is th…
Queue multiview mesh inspection and vision anatomy detection for an OWNED GLB. Detect actual body, legs, arms, claws, wings or tail without imposing a humanoid/eight-leg template. Returns a persistent…
Create a NEW private draft character/enemy from a completed creature analysis and optional corrected anatomy. Blender builds the skeleton, surface-smoothed skin weights and procedural starting/diagnos…
Generic animal/alien creature factory, one to eight original creatures per batch. stage=plan quotes concept + Meshy 3D + anatomy vision without paid calls. stage=build requires explicit budget and sta…
GripForge Compute readiness (free, read-only): whether generation is open, which actions the router can run now (image, text, couleur, matiere) and a machine summary (ready / busy / starting). The rou…
DEPRECATED alias of gripforge_generate_prop with provider=compute (same request through the single generation door POST /api/v1/generate-asset, same answer); prefer that tool. ON DEMAND ONLY: use when…
DEPRECATED alias of gripforge_generation_read (same GET /api/v1/generation-jobs/:id; that tool returns the same studio_url, attente, validation and result.assets edit_url / file_url). Read GripForge C…
DEPRECATED alias of gripforge_library_list with engine=compute (each item carries the same `compute` block) and of gripforge_library_get (its `compute` block: family and edit link). List recent GripFo…
New version of a Compute asset, on demand: kind=couleur (value #RRGGBB, recolours the main material), kind=matiere (value: a few words, e.g. "green velvet"; the texture is redone) kind=retexture (valu…
A text generation of GripForge Compute stops after its four reference images (gripforge_generation_read shows validation.etat en_attente and images[{stage, url}]). Show them to the user, then: image=1…
DEPRECATED alias of gripforge_library_get (same signed library file). Signed-in download link of one Compute GLB (file_url, needs the API key header) and its edit page. Free.
Inspect or create mouth controls on an OWNED GLB while preserving its body skeleton and animations. action=schema returns the contract. inspect returns a persistent job with mesh node indices, local b…
Reusable voice identities in Community > Audio > Voices and the workspace. list/get return provider, model, voice, tested languages, acting instructions and timed sample ranges in file_url. schema des…
Read and configure the existing audio.core of an owned Game Kit project. get returns revision, role catalogue, sources, procedural/silent roles, weapon shot overrides, bus defaults, music states/playl…
Generate SFX and ambience with self-hosted Stable Audio 3 Medium, the default sound model. No downgrade to Small. Call action=quote first (no generation/charge), then action=generate with the returned…
Read immutable game release history and stable/beta channel revisions; obtain a snapshot fingerprint for an exact saved project revision; register a prepared signed release; or promote its build ID wi…
Measure an owned armed GLB instance and return its editable weapon/motion profile: explicit family, holding hand, dimensions, grip anchors, handle and cutting-edge axes. Use gripforge_attach first. De…
Queue a persistent weapon-aware motion draft from an owned armed GLB. Axe/hammer get distinct procedural cleave, backhand and overhead attacks; sword uses the explicit UAL sword pack. Staff attacks fa…
Independently sample the saved weapon-motion GLB at 60 Hz: grip drift, finger pose, wrist rotation, joint discontinuities, second-hand reach and torso overlaps. Reports technicalPassed separately from…
ADMIN ONLY. Create an original editable 3D elemental shield using the shared shield-vfx module: 17 styles, radius/stretch, colours, intensity, quality and seed. Same shaders used in Studio and native …
ADMIN ONLY. Compile a shield recipe into reusable native source files for Godot 4, Unity or Unreal 5, using the same geometry and shader functions. Returns files keyed by relative path plus install in…
ADMIN ONLY. Create an editable 3D projectile: ignition, elemental volume, world-space trail, embers, contact flash, oriented ring and soot. 20 named variants: darts, short bolts, orbs, wisps, carrot r…
Read the reusable Meshy/Tripo building and district contract, example, limits and plan → build workflow. Separate immutable Library assets, scene instances and shared SceneDocument. No paid generation…
Reusable plan → artistic concept → isolated reference views → review → Meshy or explicitly selected Tripo build workflow. Generate 1–4 images through OpenAI or Imagine; alternate views reference one m…
Plan then build a straight-street district from 1–8 distinct Meshy/Tripo buildings, each manufactured once and reused as separate editable instances. Includes road, pavements, spawn, daylight and came…
Free parametric 3D masonry, independent of any game: pillar, arch, fountain, stairs, wall, pavement, rock, cliff, ruin, bridge, watchtower, shrine or a stone guardian. inspect (default) returns real g…
Free, deterministic parametric architecture. plan validates a metric recipe; build queues a durable common-compute job and returns job_id to poll with gripforge_generation_read. Real window reveals, b…
Concept art for a whole game, reused before generated. Use it when a user asks for a game like a title they name: call stage=plan with the game as they wrote it. When the user describes specific items…
Custom animations generated from text with NVIDIA Kimodo on GripForge's GPU, retargeted onto a rigged Library character (or the UAL mannequin): spell casts, signature attacks, emotes, anything the sta…
A hero's abilities ready to play in Character Studio: the kit (role, lane, basic attack, passive + Q/W/E/R with type, range, cooldown, cost, effect, VFX brief, cast animation) from a hero concept or w…
The hosted orchestration for creating and continuing GripForge games from the web or terminal, one way among others (a Game Kit project made directly, the user's local project with gripforge game-atta…
Plan then manufacture 1–64 original static weapon models using the existing Meshy PBR pipeline. plan is free and returns an exact aggregate quote and plan_hash. build requires that hash, an explicit b…
Free quote for a model, concept, texture, rig or animation. Reports the account funding mode, available balance and estimated operation cost. A subscription combines AI and paid asset generation in on…
Search actual asset models, materials and animations, independently of Game Kit modules. Returns provenance, import requirements and Library ids. Results are ranked best first by fitness for a GripFor…
Copy a published Community asset into the connected workspace. Assets and armor sets are free by default. Only an explicit creator price is charged, using paid credits. Repeated takes are not billed a…
ADMIN ONLY. Every asset of the platform, all workspaces: filter by kind, owner, tag, pack, style, team rating (rating=none is the review queue) or curation (featured, hidden), sort by rating or size. …
ADMIN ONLY. Curate platform assets in bulk (up to 200 ids): rate 1–5 (moves the community rank), add or remove a tag, replace the tags of one asset, feature (first in the rank sort), hide (out of list…
Attach a prop (sword, shield, gun, staff/scythe…) onto a rigged character. Finds the hand bone across naming schemes, scales the prop to the character, seats the grip, closes the fist, and returns a b…
Required completion gate: action=workflow stays ready=false until a current runtime capture passes all artistic criteria. After screen_assets/assembly, submit screen_item (or design/project), renderer…
Cape rig v2: generates a 3-column bone grid (gf_cape_c*r*) anchored to the neck/upper-spine bone, skins the cape mesh onto it (vertical blend × gaussian columns), and bakes attached_cape.glb (characte…
Forge an ORIGINAL themed health-bar style: an image model draws the ornate empty frame (transparent background), the inner trough is located pixel-precisely, and a thematic gradient fill is composed t…
Three LOOK pictures (3/4, Imagine low 1K) of a named character, enemy or boss BEFORE any 3D. Pass weapon to show it on the looks; 3D later is T-pose empty hands. Pick one, then gripforge_generate_char…
CREATE any mesh asset and save it to Library — the canonical generation door. kind decides the pipeline: character/enemy/boss are auto-rigged (pass concept_item or file_url for image-to-3D; otherwise …
CREATE a Mixamo T-pose auto-rigged character, enemy or boss and save it to Library. NEVER describe a handheld weapon, staff or shield in the prompt: characters and enemies are forged empty-handed (th…
CREATE a game-ready weapon GLB (knife, gun, sword…) and save it to Library as kind=weapon. Default provider Meshy, no T-pose, no biped rig. polycount defaults to 4000. style=melee|gun is written to me…
CREATE a game-ready prop GLB (kart, crate, barrel, banana…) and save it to Library as kind=prop. Default Meshy, no T-pose, no biped rig. polycount defaults to 4000. Quoted against the shared subscript…
Create a playable boss for a game look: stats, phases, attacks bound to anim-pack slots, arena, and Godot / Unity / Unreal snippets. Kit is 0 credits. Reuses a locker enemy when one exists. Pass chara…
Turn a character concept image into a strict T-pose sheet (optional: remove flowing cape/train only — sleeved jacket stays; outfit or sport base). Saves PNG to Library. 1 credit. Hosted MCP takes http…
List the mesh formats and grip styles GripForge supports.
Turn an image into a seamless (tileable) texture: 50% wrap offset, then the seams are cross-faded in a narrow band — the pattern is PRESERVED, nothing is generated or invented. Pass image_url (https) …
Return the skeleton frame for a limb. Outward = R_Thigh−L_Thigh (never ask the LLM). Up = Knee→Hip / Ankle→Knee. Match getWearableFrame axes — no Euler.
Analyze an armor asset once: up, bodyFacing, outward, anchor. Never returns rotate X = 180°.
Prep a game texture (terrain / props): optional 50% wrap + seam blend, then a faithful lanczos upscale (1× / 2× / 4×, capped at 1024 or 2048). The pattern is PRESERVED — nothing is generated (not Magn…
Resolve a game look the user names ("stylish gothic action", "anime open-world adventure") to a game-style id, then return the locker kit already tagged with that look: characters, enemies, weapons, p…
List items in the GripForge Library locker (characters, enemies, weapons, props, textures, HUD, binds, vfx). Filter by kind and/or game style id (e.g. souls-like, open-world-adventure). Every item car…
Derive a lighter version of a static model (prop, weapon, equipment, vehicle) for a target: decimated to `triangles`, textures bounded to `texture` px, saved as a NEW Library item linked to its master…
Repair generated automotive surfaces. Preferred: source (immutable static GLB with Body/Wheel_* groups) + repair recipe queues a persistent Blender job; guided glazing/panel regions, paint cleanup, co…
Get one Library item (metadata + signed file_url). A forged mesh shows its game-ready verdict first (meta.gameReady: ready, missing checks; meta.collider). VFX items also return studio_url to open the…
Upload a file into the Library locker from a URL (or small base64). Local paths need the npm MCP package.
Return a signed same-origin file URL for a Library item you own (free). This hosted endpoint cannot write into your agent's working tree — use npx @gripforgeai/mcp gripforge_library_pull for that (tha…
Add a game look (e.g. souls-like, open-world-adventure) to tags so gripforge_style_kit can find the item. Does NOT overwrite grip style melee/gun/shield/staff — that stays on meta.style.
Retarget the Universal Animation Library pack onto a Mixamo-named Library character/enemy/armed bind. In a Game Kit project gripforge_gamekit_creatures runs it for free on every bound creature, and gr…
Search locker + Community audio. Prompt matches name, description, tags and use (gunshot, ui, magic, footsteps, announcer, dinosaure, magie, pas…). Each hit has id, description, use[], pack, file_url.…
Aim-offset poses for a Library character/armed bind (0 credits): per hand, two-bone IK + wrist alignment so the WEAPON AXIS (gf_muzzle locator from loadout, else the seat forward) points at every dire…
Plan a playable level from a prompt (0 credits): rooms placed in metres (entrance, combat rooms, key/lock, boss room, treasure, secret), connections, critical path, shortcuts, and gameplay spawns (pla…
Build a multi-weapon character in ONE call: attaches every prop of every set onto the same rig, names each prop node gf_prop_<slug>_<l|r>, stamps glTF extras { gripforge: { prop, set, hand } } and a s…
Convert animation clips from skeleton A (source_id GLB) onto skeleton B (target_id). Bone-name heuristic (Mixamo / UAL / Tripo). Saves kind=animation.
Lower the character's arms from T-pose until they would clip THIS mesh (cape/chest/hips), then save an arms-down rest GLB (clip "idle"). Armed binds keep attached weapons in the hands. 0 credits. Atta…
Reusable FPS rules, map and runtime exports for Godot and web: weapons, reload markers, viewmodel, camera, bots, grenades and bomb rounds. Offline bots. Persist changes with gripforge_kit. 0 credits.
A game kit IS an engine: its manifest carries asset slots AND GameRules — the genre as a document (movement, camera, world, objective, entities, pickups, ai, hud, audio). action=list → kits of the wor…
Not the survivor generator (that is gripforge_hud): this one READS an existing HUD. action=import {text, filename?, name?} → reads the HUD of the project and saves it as a HUD document of the workspac…
The workspace IS the game: genre (a game kit style id, e.g. arena-car), remappable controls (same InputKit as the Godot input.json AND the web players), match rules (rounds/laps/score/timers/ports) an…
The visual identity of the workspace: palette (hex colors), written art direction, and sliders (realism/saturation/edges). Once set, it is AUTOMATICALLY appended to every generation prompt (characters…
THE FEEDBACK LOOP: call this after every generate/attach/rig to SEE and VERIFY what you made, before building on top of it. Deterministic, free, repeatable. Returns (1) a structured report — kind gues…
Server-side software preview (PNG) of a Library GLB so the agent can see pose/attach without a browser. Not a path-traced studio shot.
Return locker props for a game look plus a suggested layout (metres, Y-up). Call after style_kit. Empty slots mean generate that dressing prop, tag it, retry. Does not generate meshes.
Body capsules (head/torso/limbs) plus weapons[] — one reach capsule per gf_prop_ wrapper on a loadout/armed bind. Pass id of a loadout GLB (or character_id / attach_id). 0 credits. Use weapons[] not t…
Yaw so a kart/vehicle GLB nose is local +Z (Meshy often faces +X). Then heading = yawToward(track tangent) = atan2(fx, fz). Pass Library id of the kart prop. Returns meshYaw + Godot snippets. 0 credit…
For original competitive 5v5 maps use target=tactical: deterministic modular greybox, real controller/bot paths, standing/crouched sightlines, timings and diagnostic links. Optional art_profile applie…
gpt-image-2 draws a top-down plan schematic (solid white walls on pure black) + a 3/4 aerial greybox concept render, auto-traces the plan into MapPlan wall boxes and saves both images to the Library. …
Look up reference stills of a known map the user names (A, B, mid, catwalk, tunnels, spawn). Returns HTTPS URLs of their owner. Reference only — do not rehost, do not send to Meshy image-to-3d. Read m…
Dressing for an FPS map in metres: crates (A default, B big box, cover boxes), doors (mid, long, B), palms at a spawn, barrels, cars. Matches locker props when tagged. Empty slot → generate that prop.…
Sagging electrical cables for an FPS map: spans with two anchors (metres) + sag + strands. Not a generated mesh — GfMap tessellates cylinders (role=wire). Typical spans: spawn yard, catwalk, mid, A si…
Reconstruct an FPS map: collect official stills (HTTPS LINKS, classified by folder) → MapGraph (callouts/chokes) → footprint greybox (no props) → zone parts → camera match → dress. prompt e.g. "Recons…
Reproduce a reference still of the built-in reference map WITHOUT copying pixels. Returns camera (pos/target/fov) + volume/prop/wire ids for that shot. shot=shot21a (A site), shot1a (spawn yard), shot…
CS-style first-person arms + gun under Camera3D/Hold. Returns viewmodel.json, gf_viewmodel.gd, clip shader. Pull Mixamo T-pose characters (palms down) into bodies paths. Gun is a sibling under Hold, n…
Party size, teams, maps, ranked flag, join-by-IP. Write res://gripforge/match.json and autoload GfMatch on top of GfNet. GripForge does not host a matchmaking queue. 0 credits.
Analyze a supplied game performance report, or read the latest instrumented kit capture in your authenticated workspace. Separates frame pacing, measured CPU/GPU work, render counters and stale networ…
GfNet autoload host/join/spawn with server-side hit validation, gf_round.gd for the round + bomb, MultiplayerSpawner/Synchronizer wiring. 0 credits. Godot only: for a web game built on the Game Kits t…
Main menu (host/join/quit), lobby listing connected peers where only the host starts, in-game HUD reading replicated state. Pairs with gripforge_net_kit. 0 credits.
Navmesh bots as server-owned player scenes so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.
Godot InputMap for an FPS: move_forward/back/left/right bound to WASD AND arrow keys, plus jump/crouch/fire/reload/buy. Write res://gripforge/input.json and autoload GfInput (snippet_godot). Player st…
Moon / sun / candle point lights + fog + environment intensity for a game look, plus a Godot snippet. 0 credits. Does not generate meshes. Pair with scene_kit placements (candle tags match candelabra …
Google-font CSS + exact HUD copy for a game look (stylish action: Cinzel D–SSS, kart: Teko, tactical FPS: Barlow Condensed). Put letters in HTML/Text nodes. Do NOT rasterize ranks, km/h, or HUD number…
Loading overlay for a game look. Returns html/css/js (web) plus engines.godot | unity | unreal. With project_id, action quote → accept → get → apply generates reviewed artwork via a persistent job and…
Walkable XZ AABB + circular holes (pillars) for a scene_kit room. JSON the engine clamps against — not a baked .navmesh. 0 credits.
ADMIN ONLY. Text-to-VFX or image-to-VFX: interpret a prompt or reference into an editable animated effect specification. No Library save or credit charge. Pass the resulting type, style, look, color, …
ADMIN ONLY. Generate + export a 3D slash/thrust/spin VFX parented to an existing attach bind, or a world-space fire meteor (head + ribbon trail + impact). Pass prompt to fill type/style/color/emitters…
ADMIN ONLY. Play/scrub pose of a strike VFX at time t (seconds). t=0 is empty. No credits. Arc reveal / trail length / burst particles. Refused for non-admin keys.
List shaders from the GripForge catalog (authorized GodotShaders.com mirror). Returns { id, name, engines }. Search q=slash_reveal. Then pull with gripforge_shader_pull. Free.
Pull a catalog shader (id or alias like slash_reveal) for godot | unity. Three.js is no longer a supported target. Returns file contents + assignment snippet (Godot ShaderMaterial / Unity Material). T…
How to use
Claude Desktop or claude.ai: add a custom connector (Customize → Connectors; on Team and Enterprise plans an owner adds it under Organization settings → Connectors) with this server URL: https://gripforge.ai/mcp
Cursor or Cline: add to your MCP config:
{
"mcpServers": {
"gripforge-mcp": {
"url": "https://gripforge.ai/mcp",
"transport": "http"
}
}
}