Server definition
- Hash
- sha256:a450431bca8ea7d92be3394539c95803595dfb0acf9597d734a51ef8459045de
- What it is
- What a remote MCP server returned when asked what it offers: 184 tools
The blob, as servednamed by its sha256
{
"instructions": "Reuse what exists first: the project's installed Game Kits, then catalogue kits, Community and Library assets, existing models and templates; install, configure or remove kits yourself, and create or generate (credits) only what is missing.\nDoing otherwise (recoding what a kit covers, not using or replacing an installed kit, generating what already exists) needs a one-sentence justification in your reply; remove a kit the user installed only when the user asks.\n\nGripForge game creation policy (3d-production-v8):\n- GripForge currently supports creating 3D games only. This applies to the playable world, units, buildings and environment.\n- If the user explicitly requests a 2D game, explain in their language that 2D game creation is not supported yet. In French: \"La création de jeux 2D n'est pas encore prise en charge par GripForge.\" Offer a 3D alternative and wait for the user's agreement. Do not create game files, start asset generations, or silently switch their request to 3D while waiting.\n- Before creating a game, establish the engine from the user's explicit choice in this conversation or the existing project's actual files (Unity ProjectSettings, project.godot, an Unreal .uproject, or an existing Three.js application). Read-only project inspection is allowed. A default API target, an empty folder, a genre, a camera angle or a browser/mobile platform is not an engine choice.\n- If the engine is unspecified, ambiguous or conflicts with the existing project, ask in the user's language: \"Quel moteur veux-tu utiliser : Unity, Godot, Unreal Engine ou Three.js (web) ?\" Wait for the answer before creating game files, creating a Game Kit project, installing engine dependencies or generating assets. Never silently select Three.js/web. Remember the answer for this project and subsequent turns; do not ask again unless the user requests an engine change or the context becomes ambiguous. For an asset-only request, do not require a game engine unnecessarily.\n- Carry the selected engine through planning and tool calls: Unity → target unity, Godot → target godot, Unreal Engine → target unreal, Three.js → target web. Pass target explicitly to game kit search, project creation and delivery. A missing adapter or preset is not permission to switch engines: explain the limitation and obtain agreement before an alternative.\n- For game requests without an explicit dimension, create a real 3D scene in the selected engine. An isometric, top-down, side-view or 2.5D camera can view a 3D world; those camera choices do not authorize a flat 2D game. When Three.js is selected, use a 3D renderer and the reusable GripForge scene/game modules where applicable. Respect an existing 3D engine.\n- Missing genre kits or matching assets never justify falling back to Canvas 2D, flat sprites, SVG or HTML shapes for the game world. Keep missing capabilities explicit and implement the needed gameplay on the 3D foundation. Search Library/Community, then manufacture missing assets within the authorized generation budget.\n- Treat \"create a game\" as delivery of a playable, visually developed game, even when a primitive prototype already exists. Inspect and preserve working mechanics, but do not unilaterally narrow the request to fixing a few rules/tests or say that no assets are needed without examining the actual visuals. Only an explicit mechanics-only or blockout request permits that narrower scope.\n- Start with a production plan covering the core game loop and the main visual roles (units/characters, buildings/vehicles, terrain/materials, props, animation and effects as applicable). Search assets with gripforge_asset_search in both the workspace and Community; a Game Kit catalogue search does not search model assets. Reuse suitable assets, clone Community items with gripforge_asset_clone, and generate only missing roles. Zero paid generations is fine when real assets are reused; zero imported models is an unfinished blockout. Do not substitute unrelated assets just to increase a count.\n- If suitable assets are missing, explicitly propose generating them: name the missing roles, planned concepts/models/rigs/animations, the cost estimates from gripforge_generation_quote, and any additional review steps. Ask for a generation budget before paid calls unless the user has already authorized that spending. Do not silently omit assets, replace them with final primitive geometry, or start paid generation solely because the user requested a game. Continue useful unpaid implementation while awaiting that choice.\n- GripForge subscribers have one monthly limit shared by model inference, routing, concepts, Meshy/Tripo models, rigging, animation and paid AI reviews. Generation must not also spend asset credits. Without an active subscription, asset generation uses the existing credit balance. Native Codex/Claude usage remains billed by that provider. The CLI --budget is an additional inference-session cap, not a promised total game price. Never promise unlimited generation or automatically increase limits.\n- Obey the authorized generation budget and quote each operation before submission. Persist each role, idempotency key, job_id and completed Library id. Poll gripforge_generation_read until completion; retry the existing failed job instead of submitting duplicate paid jobs. An uncertain provider result retains its reservation and must not be resubmitted. A returned job_id is not a delivered model. Download the completed assets, preserve PBR, import them into the selected engine, bind them to gameplay instances, and provide the required motions. Continue independent implementation while jobs run.\n- For a full game task, maintain gripforge.production.json (version 1) in the project. Include engine (web/unity/godot/unreal), brief, assets [{id,role,kind:model|texture|audio|vfx,path,source,placeholder,animations?:clipNames}], sources (relative game code/scene paths), gameplay (named required checks), and review {report,verdict:pending|changes_requested|approved,reviewer,notes}. List every principal visual role; record missing roles rather than omitting them. Use gripforge game-check --json to get the current fingerprint and remaining work. It is an offline evidence check, not an aesthetic judge.\n- Before delivery, capture the actual running game and exercise the requested loop. Save the report referenced by the manifest with engine, renderer:\"actual-engine\", fingerprint from game-check, loaded_assets (ids observed loading successfully at runtime), errors, checks (each gameplay name mapped to passed/failed), and screenshots (local PNG/JPEG/WebP paths). Inspect the captures; record an honest visual verdict. Fix errors, absent models, bad framing/materials and obvious visual defects, then recapture. Changes to sources/assets invalidate old evidence. Run game-check again and address failures. Never fabricate a review or claim files were imported because a generation was queued.\n- A passing build or a correctly disclosed draft is not permission to stop while authorized production work remains. Continue the asset/import/render iterations unless blocked by an actual external failure, required user choice or exhausted budget. If blocked, preserve the plan and jobs and explain the specific missing work. Never promote a visually rejected version over the last validated one.\n- A game is an engine instance plus content. Create the Game Kit project (game.engine comes first by default: the engine of the game, with its scenes, archetypes, scripts and life cycle), read the engine start pack (structure, scene, blocks, order, next), then drop content in the recommended order: scene → playable → assets → archetypes → story → scripts → UI → validate → deliver (gripforge_game_engine, gripforge_game_content). Prefer content and kit configuration over engine code. This is a direction, not a barrier: a game written in code may use the pieces it wants.\n- Interactions (\"this NPC gives this quest\", doors, chests, levers, pickups) are scripts documents and gives declarations on archetypes and instances, not game code, unless the content model cannot express them.\n- Custom code is allowed and normal for what content cannot express: put it where the start pack says, declare what it registers in code_modules (verbs, components, kinds), and call it from scripts with call or its own verbs.\n- Never remove or disable game.engine unless the user explicitly asks; a removal lists its dependents (the kits that require it) and needs with_dependents and confirm.\n- Every new game includes the default kits, installed by project creation (addedBy default): ui.menu (title screen, pause menu, tabbed Options screen and the Load / Save screen), input.remap (key and gamepad remapping, the Controls tab), settings.graphics (quality presets, resolution, display mode, VSync, frame rate, render scale, shadows, anti-aliasing, view distance, field of view, brightness, the Graphics tab), ui.prompts (on-screen key prompts such as \"[E] Interact\": a context row and a help bar, keyboard or gamepad icons), ui.endscreen (victory / defeat screen with a recap of time, score and kit stats, Play again / Main menu / Credits, scrolling credits), save.persistence (manual save slots, quick save F5 / F9 and autosave, each save with its date, play time, location, picture and game version; Continue loads the latest) and audio.core (game audio: mixing buses with the Audio tab, music by state, 2D / 3D effects, ambience, and the project table game event → sound, filled by default from every kit with procedural base sounds), i18n.text (the game texts in the player's language: translation tables, ICU MessageFormat, the Language tab), ui.theme (the design of every interface as data: colour roles, font, sizes, shapes, key glyphs, logo and background; unset values keep the built-in look) and input.virtualpad (the on-screen gamepad of touch screens: sticks, buttons and d-pads feeding input.actions like a gamepad, in layouts switched at run time; mode auto shows it on a touch screen without a gamepad, the Touch controls tab lets the player change it). They are present on web, Godot, Unity and Unreal with native interfaces. Keep them and configure them for the game (title, logo, background, buttons, theme, languages, pause key, remappable actions, graphics defaults, prompt contexts and help bar, end triggers, recap stats, credits sections and names, number of slots, autosave triggers such as checkpoints, zone changes or an interval, game version, location, sounds, music playlists, event → sound cues and the touch layouts of the on-screen gamepad); remove one only when the user explicitly asks (gripforge_gamekit_remove; ui.endscreen needs ui.menu), and never recode a menu, a key-binding screen, graphics options, key hints, a game-over screen, credits, a save system, a sound system, a translation system, an interface style or touch controls they already provide: every kit's state is already in the save; give the game its sounds through audio.core (Library audio assets in its sounds bank, cues for the game's own events) rather than ad-hoc audio code. Existing projects are not changed automatically: offer to install them when useful.\n- Never write a key name in game code, a HUD, a dialogue, a tutorial or a menu (\"Press E\", \"[Space] Jump\"): ask input.actions labelFor(action) / promptFor(action, text) (engines: the gameplay core label_for / LabelFor), or push the prompt to ui.prompts (show(id, action, text)). The label follows the project bindings, the player's remapping and the device used last. End the game through ui.endscreen (emit game.won / game.lost, or show(result, stats)) and give it the game's stats (endStats + registerStats) and credits.\n- The look of the interface goes through ui.theme: give the game its own design by configuring the kit (gripforge_gamekit_configure ui.theme: colors accent / accentText / panel / text / muted / background / danger / success / focus, typography font / fontFile / scale / size / titleSize / weight / letterCase, shapes radius / borderWidth / buttonShape / padding, glyphs style / set, images logo / background) rather than recolouring each kit or hard-coding colours and fonts in game code; an interface the game adds itself reads the same theme (web asUiTheme(services.get('ui.theme')) with themeColor / themeNumber / themeChoice, engines GfTheme of the gameplay core) with its own value as the fallback.\n- Game texts go through i18n.text: every player-facing text (HUD, menus, dialogue lines, mission titles and objectives, prompts, item names) is a key of the project's translations tables, drawn with t(key, params) or text(key) on every engine, never a literal in code. Counts use ICU plurals ({n, plural, one {# coin} other {# coins}}, CLDR categories of each language: Russian and Polish one / few / many, Arabic zero to many, Japanese other only), never string concatenation; numbers, prices and dates use {n, number}, {p, number, currency}, {d, date, long}. Provide English and the user's language at least; add a language by filling a table with every key of keys('en') and check it with missing(lang) and check().\n- Kits come from two sources: the gameplay (genre, camera, combat) and the theme's atmosphere. When gripforge_game_concepts returns ambient_kits for the game's theme pack (weather, lighting preset, snow tracks), install and configure them with the gameplay kits; for a game outside the catalog, pick the closest theme pack and use its ambient kits.\n- HUDs, menus, icons, concept images, textures, minimaps and VFX sprites used within a 3D scene remain supported. Do not reject these asset or interface requests as 2D games.\n- Review the running game visually in its actual renderer/browser. Verify the camera, terrain, models/materials, animation and effects. Syntax checks or a mocked canvas simulation alone do not validate the visuals. If rendering cannot be tested or assets are placeholders, report the result as an unvalidated draft, not a finished game.",
"tools": [
{
"description": "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.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"bodyPart": {
"description": "Limb to seat",
"enum": [
"right_thigh",
"left_thigh",
"right_shin",
"left_shin"
],
"type": "string"
},
"character_url": {
"description": "URL of the rigged character",
"type": "string"
}
},
"required": [
"character_url",
"bodyPart"
],
"type": "object"
},
"name": "getAttachmentFrame",
"outputSchema": null
},
{
"description": "Analyze an armor asset once: up, bodyFacing, outward, anchor. Never returns rotate X = 180°.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"asset_url": {
"description": "URL of the armor piece",
"type": "string"
},
"side": {
"enum": [
"left",
"right"
],
"type": "string"
},
"type": {
"enum": [
"thigh",
"greave"
],
"type": "string"
}
},
"required": [
"asset_url"
],
"type": "object"
},
"name": "getWearableFrame",
"outputSchema": null
},
{
"description": "combat.abilities: inspect schema, get an editable Chrono Crab example, validate a pack or export executable Three.js, Godot, Unity and Unreal source adapters. Shared costs, cooldowns, conditions, targeting, windup/active/recovery and presentation cues. Native adapters require the game combat backend and asset bindings. Returns relative path/content files; no rig/animation/VFX generation or automatic installation. Persist through gripforge_gamekit_configure config.pack or project data. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"enum": [
"schema",
"example",
"validate",
"export"
],
"type": "string"
},
"model_asset": {
"description": "Library model id bound to the example. Does not rig or animate it.",
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$",
"type": "string"
},
"pack": {
"additionalProperties": {},
"description": "Versioned ability pack. Read schema/example first; author a reusable pack then validate it.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"target": {
"enum": [
"threejs",
"godot",
"unity",
"unreal",
"all"
],
"type": "string"
}
},
"required": [
"action"
],
"type": "object"
},
"name": "gripforge_abilities",
"outputSchema": null
},
{
"description": "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 written from one sentence; the basic attack and Q/W/E/R casts animated with NVIDIA Kimodo on the rigged character; and the gripforge.abilities/1 pack (targeting, damage/heal, timings) bound to those clips and stored on the result. Call stage=plan first (free) and show the abilities and price (1 credit per clip, 5 for a kit); then stage=build with the returned kit. Poll gripforge_generation_read with job_id; result.studio_url opens the Abilities tab. Numbers are starting values, not a balance pass; VFX lines are briefs for gripforge_vfx_generate.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"character_id": {
"description": "Rigged Library character or enemy the clips and abilities go on. Default: the UAL mannequin.",
"type": "string"
},
"hero_concept_id": {
"description": "A hero concept with an ability kit (gripforge_game_concepts with hero_kits).",
"type": "string"
},
"idempotency_key": {
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"kit": {
"additionalProperties": {},
"description": "The kit returned by plan: pass it to build to keep exactly what was shown.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"name": {
"maxLength": 80,
"minLength": 2,
"type": "string"
},
"prompt": {
"description": "The hero in one sentence when there is no concept, e.g. \"a frost archer who slows enemies, ultimate freezes an area\". Its kit is written at plan.",
"maxLength": 600,
"minLength": 8,
"type": "string"
},
"stage": {
"description": "plan (default, free): the kit, its abilities and clips, and the price. build: queue the GPU job.",
"enum": [
"plan",
"build"
],
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_abilities_generate",
"outputSchema": null
},
{
"description": "Write and bind a cast effect for each ability of a Game Kit project that has none: an area gets a ground shockwave, a line a bolt and its trail, an arc a sweeping crescent, a self cast a rising aura; colour from the ability's words (fire, frost, wind, holy…), size from its range, ultimates larger. The project needs the fx.ability_vfx kit (the moba preset installs it) and an abilities collection (gripforge_moba_roster writes it). Effects are procedural sources saved as VFX items and bound to ability_vfx:<ability id>, immediately. replace: true rewrites the existing ones; abilities limits to some ids. A hand-made or generated VFX bound to the same slot takes over. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"abilities": {
"description": "Only these ability ids (default: all).",
"items": {
"type": "string"
},
"maxItems": 80,
"type": "array"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"replace": {
"description": "Rewrite abilities that already have an effect (default: keep them).",
"type": "boolean"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id"
],
"type": "object"
},
"name": "gripforge_ability_vfx",
"outputSchema": null
},
{
"description": "Aim-offset poses for a Library character/armed bind (0 credits): per hand, two-bone IK + wrist alignment so the WEAPON AXIS (gf_muzzle locator from loadout, else the seat forward) points at every direction of a yaw×pitch grid. Returns bone-local quaternions per pose + rest, and a Three.js/Godot blend snippet. Dual wield ready (independent hands).",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"attach_id": {
"description": "Armed bind / loadout id (lib_…) — preferred",
"type": "string"
},
"character_id": {
"description": "Character id if no bind",
"type": "string"
},
"extension": {
"description": "Arm extension 0.5–0.98 (default 0.9)",
"type": "number"
},
"hands": {
"items": {
"enum": [
"left",
"right"
],
"type": "string"
},
"type": "array"
},
"pitches": {
"description": "Default [-40,-20,0,20,40]",
"items": {
"type": "number"
},
"type": "array"
},
"yaws": {
"description": "Default [-60,-30,0,30,60]",
"items": {
"type": "number"
},
"type": "array"
}
},
"type": "object"
},
"name": "gripforge_aim",
"outputSchema": null
},
{
"description": "Retarget the Universal Animation Library pack onto a Mixamo-named Library character/enemy/armed bind. Base slots + extras (taunt, stinger, knockback, block, jump_start/loop/land, idle_guns, shoot). archetype remaps the base slots: sword (default), claws, heavy, brawler, puppet. Opt-in slots fire_breath (mouth exhalation) and energy_cast (two-hand azure wave) use the Studio VFX character motions. Saves kind=animation. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"archetype": {
"description": "Movement/strike archetype — remaps the base slots (default sword)",
"enum": [
"sword",
"claws",
"heavy",
"brawler",
"puppet"
],
"type": "string"
},
"character_id": {
"description": "Library character, enemy, or armed bind id",
"type": "string"
},
"name": {
"description": "Library name for the animated GLB",
"type": "string"
},
"slots": {
"description": "Subset of clips (default: all)",
"items": {
"enum": [
"idle",
"walk",
"run",
"attack1",
"attack2",
"attack3",
"hit",
"death",
"dodge",
"taunt",
"stinger",
"knockback",
"block",
"jump_start",
"jump_loop",
"jump_land",
"idle_guns",
"shoot",
"fire_breath",
"energy_cast"
],
"type": "string"
},
"type": "array"
}
},
"required": [
"character_id"
],
"type": "object"
},
"name": "gripforge_animate",
"outputSchema": null
},
{
"description": "Read the reusable Meshy building and district contract, example, limits and plan → build workflow. Separate immutable Library assets, scene instances and shared SceneDocument. No paid generation.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {},
"type": "object"
},
"name": "gripforge_architecture_schema",
"outputSchema": null
},
{
"description": "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. Types: helmet, chest, belt, pauldron, bracer, glove, thigh, greave, boot, upperarm, gorget, tasset, undersuit. coverage=full adds a durable anatomical decomposition of the concept, rejects missing planned roles before mesh generation and records per-instance coverage fits. A piece count alone never proves body coverage. The optional undersuit is a locally manufactured adaptive textile which retains each wearer’s skin weights. Meshy pieces cost 11 credits per canonical type; the textile has no image/mesh charge. A new concept costs 1 credit; mirrors are included. concept_item must be an owned Library image. source_kit + explicit pieces regenerates only those types into a NEW work kit and pins unchanged pieces. Closing the call/page does not cancel. Poll gripforge_generation_read. Success is a work version, never automatic visual approval. The result includes a Grip Studio link, review scene, concepts, source models and Blender source.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"character_items": {
"items": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"maxItems": 3,
"type": "array"
},
"concept_item": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"coverage": {
"enum": [
"modular",
"full"
],
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"name": {
"maxLength": 100,
"type": "string"
},
"pieces": {
"items": {
"enum": [
"helmet",
"chest",
"belt",
"pauldron",
"bracer",
"glove",
"thigh",
"greave",
"boot",
"upperarm",
"gorget",
"tasset",
"undersuit"
],
"type": "string"
},
"maxItems": 13,
"minItems": 1,
"type": "array"
},
"polycount": {
"maximum": 30000,
"minimum": 3000,
"type": "integer"
},
"prompt": {
"maxLength": 2000,
"minLength": 3,
"type": "string"
},
"source_kit": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"textile_color": {
"pattern": "^#[a-fA-F0-9]{6}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_armor_generate",
"outputSchema": null
},
{
"description": "Read an owned kit manifest, semantic slots and immutable piece revisions. Equipment and instances remain independent. Returns the Grip Studio link. To correct selected types, call gripforge_armor_generate with source_kit and pieces.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_armor_read",
"outputSchema": null
},
{
"description": "Fork a failed/cancelled armor job into a new work kit. Preserve completed pieces and the exact shared concept; recreate only unfinished types by default. Optional pieces chooses types explicitly. Use prompt for targeted corrections. Original checkpoints and artifacts remain intact. Costs 11 credits per regenerated canonical type (plus a concept credit only if none survived). Use generation_retry instead for a transient provider or worker error to reuse the exact same steps without another charge.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"pieces": {
"items": {
"enum": [
"helmet",
"chest",
"belt",
"pauldron",
"bracer",
"glove",
"thigh",
"greave",
"boot",
"upperarm",
"gorget",
"tasset",
"undersuit"
],
"type": "string"
},
"maxItems": 13,
"minItems": 1,
"type": "array"
},
"prompt": {
"maxLength": 2000,
"minLength": 3,
"type": "string"
},
"source_job": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"source_job"
],
"type": "object"
},
"name": "gripforge_armor_repair",
"outputSchema": null
},
{
"description": "Copy a published Community asset into the connected workspace. Assets and armor sets are free by default. Only an explicit creator price is charged, using paid credits. Repeated takes are not billed again but may create another copy: reuse an existing workspace id when possible. Returns the private Library item and signed file URL. Download it with gripforge_library_pull, then import into the actual game.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Published Community Library id.",
"pattern": "^lib_[A-Za-z0-9_-]+$",
"type": "string"
},
"workspace_id": {
"description": "Authorized workspace; defaults to the connected workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_asset_clone",
"outputSchema": null
},
{
"description": "Search actual asset models, materials and animations, independently of Game Kit modules. Returns provenance, import requirements and Library ids. Results are ranked best first by fitness for a GripForge game (score/100, grade A–D, reasons: triangle budget for the target, rigged and clean rig, clips, empty-handed characters, attachable weapons, classified, file size, adoption); `best` is the top pick across sources. Prefer grade A/B; read the reasons before choosing a C/D. Search both sources before manufacturing missing roles. An empty kit search does not mean there are no assets. Search is free; never substitutes proxy geometry for finished models.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"kind": {
"description": "Optional asset kind.",
"enum": [
"character",
"fps-arms",
"enemy",
"weapon",
"equipment",
"prop",
"texture",
"skybox",
"vfx",
"animation",
"audio",
"kit"
],
"type": "string"
},
"limit": {
"description": "Results per source; default 12.",
"maximum": 48,
"minimum": 1,
"type": "integer"
},
"offset": {
"description": "Pagination offset per source; default 0.",
"maximum": 10000,
"minimum": 0,
"type": "integer"
},
"q": {
"description": "Visual role or style, e.g. sci-fi turret, rock, soldier.",
"maxLength": 200,
"type": "string"
},
"sort": {
"description": "rank (default): best fit first; newest: most recent first.",
"enum": [
"rank",
"newest"
],
"type": "string"
},
"source": {
"description": "Defaults to both.",
"enum": [
"workspace",
"community",
"both"
],
"type": "string"
},
"target": {
"description": "Platform the game ships on: sets the triangle and file budgets of the rank. Defaults to mobile.",
"enum": [
"mobile",
"desktop"
],
"type": "string"
},
"workspace_id": {
"description": "Authorized workspace; defaults to the connected workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"q"
],
"type": "object"
},
"name": "gripforge_asset_search",
"outputSchema": null
},
{
"description": "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 bind + ready-to-paste Three.js / Unity / Godot snippets. Pass Library ids (character_id / prop_id) or https URLs. attach_id reuses an existing armed bind GLB as the character. prop_id_2 attaches a second held item (off-hand) onto the first result. The bind (+ armed GLB when export_glb) is saved in Library — not a second credit. To write files into an open repo, use the npm MCP package gripforge_library_pull.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"ai_refine": {
"description": "Vision check of the grip (+10-30s)",
"type": "boolean"
},
"attach_id": {
"description": "Library bind id — armed GLB used as the character (second prop, or continue a kit)",
"type": "string"
},
"character_id": {
"description": "Library id of a character (lib_…)",
"type": "string"
},
"character_url": {
"description": "URL of the rigged character (.glb .gltf .fbx .obj)",
"type": "string"
},
"export_glb": {
"description": "Bake attached.glb into Library and return its signed URL",
"type": "boolean"
},
"fist": {
"description": "Fist closing 0→1 (default 1)",
"maximum": 1,
"minimum": 0,
"type": "number"
},
"hand": {
"description": "Hand side (default right)",
"enum": [
"right",
"left"
],
"type": "string"
},
"height_ratio": {
"description": "Prop size as a fraction of body height",
"maximum": 1.5,
"minimum": 0.05,
"type": "number"
},
"prop_id": {
"description": "Library id of a prop (lib_…)",
"type": "string"
},
"prop_id_2": {
"description": "Optional second held item (off-hand) attached after the first",
"type": "string"
},
"prop_url": {
"description": "URL of the prop mesh",
"type": "string"
},
"prop_url_2": {
"description": "https URL of a second held item (off-hand)",
"type": "string"
},
"style": {
"description": "Grip style (default: geometric classification)",
"enum": [
"melee",
"gun",
"shield",
"staff"
],
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_attach",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": false,
"properties": {
"bind": {
"additionalProperties": {},
"description": "Bind result: resolved bone, position/rotation, grip pose, notes",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"credits": {
"additionalProperties": false,
"description": "Account usage after this call",
"properties": {
"limit": {
"type": "number"
},
"period": {
"type": "string"
},
"plan": {
"type": "string"
},
"remaining": {
"type": "number"
},
"used": {
"type": "number"
}
},
"type": "object"
},
"exports": {
"additionalProperties": {
"type": "string"
},
"description": "Ready-to-paste engine snippets keyed by target (three, unity, godot, json)",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"glb_download_url": {
"description": "Download URL of the armed GLB (when export_glb is true)",
"type": "string"
}
},
"type": "object"
}
},
{
"description": "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. Community hits: clone with /api/v1/community/{id}/clone (free unless the creator sets a price in credits) then pull. Free to search.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "What you need, e.g. \"gunshot\", \"ui click\", \"dinosaur roar\", \"magie\", \"annonceur fps\". Omit for a short catalog.",
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_audio_kit",
"outputSchema": null
},
{
"description": "Queue a bounded Blender recipe, never arbitrary Python. Saves GLB and .blend in the workspace as an unvalidated work version with a shared Scene Studio link. Read gripforge_scene_schema for recipe fields. Supports original primitive/custom meshes, PBR colors and keyed transforms. Poll gripforge_generation_read; final visual approval must use GripForge rendering, not Blender screenshots.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"recipe": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"recipe"
],
"type": "object"
},
"name": "gripforge_blender_fabricate",
"outputSchema": null
},
{
"description": "Create a playable boss for a game look: stats, phases, attacks bound to anim-pack slots, arena, and Three / Godot / Unity / Unreal snippets. Kit is 0 credits. Reuses a locker enemy when one exists. Pass character_id to bind a Library mesh. Pass generate=true to forge a NEW kind=enemy boss mesh (10 credits, 2–8 min) — only if style_kit / locker is empty. Then gripforge_animate(archetype) + gripforge_hitbox. Name stays text.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"character_id": {
"description": "lib_… character/enemy/bind to bind — 0 credits",
"type": "string"
},
"generate": {
"description": "Forge a new enemy mesh (10 credits). Skip if locker already has one.",
"type": "boolean"
},
"name": {
"description": "Boss display name",
"maxLength": 80,
"type": "string"
},
"prompt": {
"description": "e.g. \"devil may cry like phantom boss\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
},
"provider": {
"description": "Only used when generate=true (default tripo)",
"enum": [
"tripo",
"meshy"
],
"type": "string"
},
"role": {
"description": "mini | mid | final (inferred from the prompt)",
"enum": [
"mini",
"mid",
"final"
],
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_boss",
"outputSchema": null
},
{
"description": "Navmesh bots as server-owned player scenes so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "difficulty: easy, normal, hard",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_bot_kit",
"outputSchema": null
},
{
"description": "Not implemented. Returns 501 until artifact upload exists.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game build id (bld_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_build_deploy",
"outputSchema": null
},
{
"description": "Read one game build. Upload/deploy of Linux dedicated artifacts is not implemented yet.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game build id (bld_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_build_get",
"outputSchema": null
},
{
"description": "List game_builds (not Godot kit zips at /api/v1/builds).",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_build_list",
"outputSchema": null
},
{
"description": "Not implemented. Returns 501. Mutating / production-sensitive.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game build id (bld_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_build_rollback",
"outputSchema": null
},
{
"description": "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 (character + skinned cape). The cape then ANIMATES: run the returned Godot script (spring bones, attach to the Skeleton3D) or the Three.js verlet snippet — the engine simulates, the bind carries structure + suggested spring params. Inputs: Library ids (lib_…) or https URLs of GLBs. CONSUMER RECIPE — (1) call with character_id/cape_id; (2) download the baked glb from library.file_url; (3) drop cape-godot.gd next to it and attach to the Skeleton3D node. 1 credit.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"cape_id": {
"description": "Library id of the cape mesh (lib_…)",
"type": "string"
},
"cape_url": {
"description": "https URL of the cape GLB (static mesh)",
"type": "string"
},
"character_id": {
"description": "Library id of a rigged character (lib_…)",
"type": "string"
},
"character_url": {
"description": "https URL of a rigged character GLB",
"type": "string"
},
"columns": {
"description": "bone columns (default 3)",
"maximum": 5,
"minimum": 2,
"type": "integer"
},
"rows": {
"description": "bone rows below anchor (default 5)",
"maximum": 8,
"minimum": 2,
"type": "integer"
},
"save": {
"description": "save attached_cape.glb into Library (default true)",
"type": "boolean"
}
},
"type": "object"
},
"name": "gripforge_cape",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": false,
"properties": {
"bind": {
"additionalProperties": {},
"description": "cape bind v1 — anchor bone, gf_cape_* grid, stiffness per bone, spring params",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"files": {
"additionalProperties": {
"type": "string"
},
"description": "cape-bind.json, cape-godot.gd (spring bones script), cape-three.js (verlet snippet)",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"library": {
"anyOf": [
{
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
{
"type": "null"
}
],
"description": "Library item of the baked attached_cape.glb (skinned, ready to load)"
},
"notes": {
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"bind",
"files",
"library",
"notes"
],
"type": "object"
}
},
{
"description": "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_character with concept_item. 1 credit per image (default 3).",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"kind": {
"description": "Default character",
"enum": [
"character",
"enemy",
"boss"
],
"type": "string"
},
"n": {
"description": "Default 3",
"maximum": 4,
"minimum": 1,
"type": "number"
},
"name": {
"description": "Creation name, stored on each concept",
"maxLength": 80,
"minLength": 2,
"type": "string"
},
"prompt": {
"description": "Look, outfit, silhouette",
"maxLength": 600,
"minLength": 3,
"type": "string"
},
"weapon": {
"description": "Shown on the looks only; empty hands if omitted",
"maxLength": 160,
"type": "string"
}
},
"required": [
"name",
"prompt"
],
"type": "object"
},
"name": "gripforge_character_concepts",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": false,
"properties": {
"credits": {
"type": "number"
},
"items": {
"items": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"type": "array"
},
"kind": {
"type": "string"
},
"name": {
"type": "string"
},
"recipe": {
"type": "string"
}
},
"type": "object"
}
},
{
"description": "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 https file_url.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"cape": {
"description": "Remove flowing cape/train only; keep sleeved jacket (outfit only, default true)",
"type": "boolean"
},
"clothes": {
"description": "outfit = keep clothes; base = grey athletic sportswear",
"enum": [
"outfit",
"base"
],
"type": "string"
},
"file_url": {
"description": "https URL of the concept image",
"type": "string"
},
"name": {
"description": "Library name",
"type": "string"
},
"notes": {
"description": "Extra direction",
"type": "string"
}
},
"required": [
"file_url"
],
"type": "object"
},
"name": "gripforge_concept_correct",
"outputSchema": null
},
{
"description": "Queue multiview mesh inspection and vision anatomy detection for an OWNED GLB. Detect actual body, legs, arms, claws, wings or tail without imposing a humanoid/eight-leg template. Returns a persistent job_id. Poll gripforge_generation_read with include_preview=true for the annotated views, editable profile and uncertainty flags. No rig mutation. 0 GripForge credits; configured server vision/Blender required.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"idempotency_key": {
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"kind": {
"enum": [
"enemy",
"character"
],
"type": "string"
},
"name": {
"maxLength": 100,
"minLength": 1,
"type": "string"
},
"source_id": {
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$",
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"source_id"
],
"type": "object"
},
"name": "gripforge_creature_analyze",
"outputSchema": null
},
{
"description": "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/diagnostic clips. Grounded leg chains get in-place walk/run with IK. Returns job_id; poll gripforge_generation_read for the Character Studio link, skinned GLB, editable .blend, anatomy and deformation report. Never automatically replaces or validates the source. Every anatomy proposal requires explicit review; use generation_cancel/retry to control durable work. Finger/facial authoring and finished combat choreography are outside v1. 0 GripForge credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"allow_rerig": {
"description": "Explicitly create a NEW rigged copy if the source already contains bones. The source is never overwritten.",
"type": "boolean"
},
"analysis_job": {
"pattern": "^gen_[A-Za-z0-9_-]{8,64}$",
"type": "string"
},
"idempotency_key": {
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"name": {
"maxLength": 100,
"minLength": 1,
"type": "string"
},
"profile": {
"additionalProperties": {},
"description": "Optional corrected anatomy in the exact coordinate system returned by analyze. Read the schema and inspect the multiview preview first.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"reviewed_anatomy": {
"description": "Required: true only after inspecting/correcting the anatomy and its skeleton overlay.",
"type": "boolean"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"analysis_job"
],
"type": "object"
},
"name": "gripforge_creature_rig",
"outputSchema": null
},
{
"description": "Read the reusable creature anatomy/rig workflow, coordinate contract, limits and export formats. Detect anatomy before authoring; source GLB, asset instances and draft rig stay separate. Blender is the worker, GripForge is the review renderer.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {},
"type": "object"
},
"name": "gripforge_creature_rig_schema",
"outputSchema": null
},
{
"description": "Free parametric 3D masonry, independent of any game: pillar, arch, fountain, stairs, wall or radially laid pavement. inspect (default) returns real generated bounds, triangle count, metric recipe and assembly sockets. build saves a private textured GLB in the Library, with bevelled geometry, baked vertex shading and named stone/recess/trim/water materials. Dimensions are nominal metres; bounds report actual moulding overhang. Ground origin, stairs ascend toward -Z, <=23 cm risers; top/bottom sockets support assembly. Seed and palette are repeatable. Does not place assets, generate arbitrary AI models, publish, or guarantee navigation/collisions in a target game. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"name": {
"maxLength": 100,
"minLength": 1,
"type": "string"
},
"recipe": {
"additionalProperties": false,
"properties": {
"depth": {
"maximum": 40,
"minimum": 0.3,
"type": "number"
},
"height": {
"maximum": 20,
"minimum": 0.05,
"type": "number"
},
"module": {
"enum": [
"pillar",
"arch",
"fountain",
"stairs",
"wall",
"pavement"
],
"type": "string"
},
"palette": {
"additionalProperties": false,
"properties": {
"recess": {
"pattern": "^#[0-9a-f]{6}$",
"type": "string"
},
"stone": {
"pattern": "^#[0-9a-f]{6}$",
"type": "string"
},
"trim": {
"pattern": "^#[0-9a-f]{6}$",
"type": "string"
},
"water": {
"pattern": "^#[0-9a-f]{6}$",
"type": "string"
}
},
"type": "object"
},
"seed": {
"maximum": 2147483646,
"minimum": 0,
"type": "integer"
},
"width": {
"maximum": 40,
"minimum": 0.3,
"type": "number"
}
},
"required": [
"module"
],
"type": "object"
},
"stage": {
"enum": [
"inspect",
"build"
],
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"recipe"
],
"type": "object"
},
"name": "gripforge_environment_module",
"outputSchema": null
},
{
"description": "Queue a persistent 240 Hz XPBD simulation using GripForge Scene Engine. Read flexible_chain_schema first. recipe version=1: preset whip|rope|tail, duration<=10s, fps=30|60, physics {length,segments,damping,bendCompliance,gravity,radius,floor,iterations}; choose motion [{time,position,direction,capsules}] OR source {asset:{assetId,revisionId},clip,mount_node,offset,axis,colliders}. Source assets are immutable and workspace-scoped. Returns a job ID; poll generation_read for a new draft skinned-chain GLB, sampled joints, recipe, physics metrics and Character Studio link. This is a neutral physics preview, not a Meshy weapon redesign or automatic rebind of the source weapon. No runtime world collision or seamless loop guarantee. Cancel/retry keeps completed steps. Does not replace or visually validate an existing asset. 0 credits; storage quota applies.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"recipe": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"recipe"
],
"type": "object"
},
"name": "gripforge_flexible_chain",
"outputSchema": null
},
{
"description": "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 units, collision capsules, limits and a runnable example.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_flexible_chain_schema",
"outputSchema": null
},
{
"description": "Read the bounded recipe and concept-first workflow for Meshy + Blender flexible weapons, costs, pinned component reuse and source animation requirements.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_flexible_weapon_schema",
"outputSchema": null
},
{
"description": "Google-font CSS + exact HUD copy for a game look (DMC: Cinzel D–SSS, kart: Teko, CS: Barlow Condensed). Put letters in HTML/Text nodes. Do NOT rasterize ranks, km/h, or HUD numbers with an image model. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"devil may cry like\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_font",
"outputSchema": null
},
{
"description": "List the mesh formats and grip styles GripForge supports.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {},
"type": "object"
},
"name": "gripforge_formats",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": false,
"properties": {
"docs": {
"description": "Documentation URL",
"type": "string"
},
"formats": {
"description": "Supported mesh file formats",
"items": {
"type": "string"
},
"type": "array"
},
"mcp": {
"additionalProperties": false,
"properties": {
"client": {
"type": "string"
},
"hosted": {
"type": "string"
},
"latest": {
"type": "string"
},
"npm": {
"type": "string"
},
"outdated": {
"type": "boolean"
}
},
"required": [
"client",
"latest",
"outdated",
"npm",
"hosted"
],
"type": "object"
},
"styles": {
"description": "Supported grip styles",
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"formats",
"styles",
"docs"
],
"type": "object"
}
},
{
"description": "Queue a persistent Blender job for paired FPS arms and an articulated pistol: idle, draw, fire, tactical reload and empty reload. Recipe: {version:1,preset:\"pistol\",name:\"Pistol FPS\",tempo:1}; tempo 0.7–1.3. Returns job_id immediately; poll gripforge_generation_read for the private Library asset, .blend source, event markers and Character Studio FPS link. Generated variants are work revisions, never automatically validated. Use gripforge_generation_cancel/retry; completed steps survive closing the page.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"recipe": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"recipe"
],
"type": "object"
},
"name": "gripforge_fps_animation",
"outputSchema": null
},
{
"description": "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.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"default": "get",
"enum": [
"get",
"validate",
"export"
],
"type": "string"
},
"asset_slots": {
"items": {
"type": "string"
},
"type": "array"
},
"kit_id": {
"type": "string"
},
"map": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"rules": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"target": {
"default": "both",
"enum": [
"web",
"godot",
"both"
],
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_fps_kit",
"outputSchema": null
},
{
"description": "Requires the Unity SDK. Currently returns 501. Never runs a shell on the host.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"message": {
"maxLength": 500,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_game_broadcast",
"outputSchema": null
},
{
"description": "Report the capabilities a Game Kit project provides, what is still missing for a goal (a preset id from gripforge_gamekit_search or a comma-separated list of capabilities) and which catalogue kits would fill each gap. The installed kits (gripforge_gamekit_installed) come first; call this BEFORE gripforge_gamekit_install to pick the next kit. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"goal": {
"description": "Preset id (e.g. from gripforge_gamekit_search presets) or comma-separated capabilities to reach. Default: the project’s own preset.",
"maxLength": 400,
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id"
],
"type": "object"
},
"name": "gripforge_game_capabilities",
"outputSchema": null
},
{
"description": "Concept art for a whole game, reused before generated. Use it when a user asks for a game \"like God of War\", \"a GTA\", \"a Zelda\": call stage=plan with the game they named. The plan lists concepts that already exist for that game (GripForge community catalog or the workspace) and theme assets already in the library: reuse them first. It then prices the missing concepts: one style bible, heroes and bosses one image each (MOBA and hero games: each hero with its ability kit and ability icons, see hero_kits), enemies, NPCs, weapons, vehicles, buildings, props and VFX in sheets of 6 cut automatically, textures in sheets of 2 turned into seamless 1024 px textures. Maps (counts.maps) are environment paintings, one image each: the level is then built and dressed to match them. Show the plan and price to the user; only call stage=build with a budget after they agree. Concepts are private review images; nothing is sent to 3D. The plan also returns ambient_kits: the kits of the theme's atmosphere (weather, lighting, snow tracks) with their config; install them in the game project next to the blueprint's gameplay kits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"budget": {
"additionalProperties": false,
"description": "Required for build: maximum credits OR USD, at least the plan price.",
"properties": {
"credits": {
"minimum": 0,
"type": "number"
},
"usd": {
"minimum": 0,
"type": "number"
}
},
"type": "object"
},
"counts": {
"additionalProperties": false,
"description": "Concepts to generate per slot (heroes up to 24, maps up to 6: the first is the whole playfield from above, the others are zones seen through the game camera). Default: what the blueprint needs minus what is already reusable.",
"properties": {
"bosses": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"buildings": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"enemies": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"heroes": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"maps": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"npcs": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"props": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"textures": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"vehicles": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"vfx": {
"maximum": 96,
"minimum": 0,
"type": "integer"
},
"weapons": {
"maximum": 96,
"minimum": 0,
"type": "integer"
}
},
"type": "object"
},
"custom": {
"additionalProperties": false,
"description": "Only when `game` is not in the catalog: describe the game with the closest blueprint and pack.",
"properties": {
"blueprint": {
"description": "Closest blueprint from stage=catalog, e.g. third-person-action, open-world-rpg.",
"maxLength": 60,
"type": "string"
},
"build": {
"description": "One sentence describing the original game to make.",
"maxLength": 300,
"minLength": 10,
"type": "string"
},
"pack": {
"description": "Closest theme pack from stage=catalog, e.g. nordic-mythology, cyberpunk.",
"maxLength": 60,
"type": "string"
},
"title": {
"maxLength": 80,
"minLength": 2,
"type": "string"
}
},
"required": [
"title",
"blueprint",
"pack",
"build"
],
"type": "object"
},
"game": {
"description": "The game the user named, as written (\"God of War\", \"like Dark Souls\", \"a GTA\"). Matched against titles and aliases of the catalog.",
"maxLength": 120,
"minLength": 2,
"type": "string"
},
"hero_kits": {
"description": "Each hero comes with its ability kit — role, lane, basic attack, passive + Q/W/E/R (type, range, cooldown, cost, effect, VFX, cast animation) — and a sheet of 5 ability icons in its colours (1 more image per hero). Default from the blueprint: on for lane-arena (MOBA). Turn it on for any game whose heroes have abilities (hero shooter, ARPG).",
"type": "boolean"
},
"idempotency_key": {
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"provider": {
"description": "Default openai (GPT Image 2.5 sunburst: final quality for style bible, heroes and bosses, medium-quality sheets of 6 for the rest).",
"enum": [
"openai",
"xai"
],
"type": "string"
},
"stage": {
"description": "catalog: known games, blueprints (slot counts) and theme packs. plan (default, free): what already exists and is reused, what would be generated, and the price. build: generate the missing concepts, requires budget.",
"enum": [
"catalog",
"plan",
"build"
],
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_game_concepts",
"outputSchema": null
},
{
"description": "Read and write the content of a Game Kit project (gkp_…) — what game.engine builds the game from, no engine code needed. kind: archetype (an entity template: kind prop|npc|…, asset { item: lib_… } bound to content:<id> | { slot }, components claimed by kits — see gripforge_game_engine blocks — and gives { quest, offer, progress?, thanks? } for \"this NPC gives this quest\"), scene (world { kit, config?, doc? }, entries, instances [{ id, archetype, at, yaw?, place?, set? }], zones, layers, ui), script (gripforge.script/1: { id, on: <instance> | archetype:<id> | scene:<id>, rules: [{ when, if?, then, else?, once? }] } with sugars { \"interact\": \"self\" }, { \"enter\": zone }, { \"state\": { open: false } }, { \"quest\": id, \"is\": \"completed\" }, { \"talked\": npc }, engine verbs set_state, play_clip, set_solid, show, hide, enable_script, disable_script, load_scene, end_game, call, set_talk and kit verbs as shorthand { \"give_item\": \"key\" }), mission (alias quest), dialogue, npc, item, translations, code_module (what game code registers: verbs, components, services, entity kinds), zone, trigger. action=list (kind optional: counts), get (kind, id), put (kind, doc or docs: upsert, validated against the declaring kit schema), remove (kind, id), validate (dry run of a put: the report it would give), place (scene, archetype or asset lib_…, at, yaw?, id?, place ground|none: the placement on the ground is baked once on the server, the same on every engine), bake (re-bake the placements of a scene after its world changed). Writes return the content report after the change; the report never refuses a write — only a document invalid for its schema is. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"description": "list | get | put | remove | validate | place | bake.",
"enum": [
"list",
"get",
"put",
"remove",
"validate",
"place",
"bake"
],
"type": "string"
},
"archetype": {
"description": "place: the archetype of the instance.",
"maxLength": 64,
"type": "string"
},
"asset": {
"description": "place: a Library asset (lib_…) instead of an archetype: its archetype is the one using it, or a new prop.",
"maxLength": 64,
"type": "string"
},
"at": {
"description": "place: position [x, y, z] in metres (+Y up).",
"items": {
"type": "number"
},
"maxItems": 3,
"minItems": 3,
"type": "array"
},
"doc": {
"additionalProperties": {},
"description": "put / validate: the document (with its id).",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"docs": {
"description": "put / validate: several documents of the same kind.",
"items": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"maxItems": 200,
"type": "array"
},
"dry_run": {
"description": "put / remove: validate and report without writing.",
"type": "boolean"
},
"id": {
"description": "get / remove: the document id; place: the instance id (default <archetype>_<n>).",
"maxLength": 120,
"type": "string"
},
"kind": {
"description": "The content kind (list without kind: counts per kind).",
"enum": [
"archetype",
"scene",
"script",
"mission",
"quest",
"dialogue",
"npc",
"item",
"translations",
"code_module",
"zone",
"trigger"
],
"type": "string"
},
"place": {
"description": "place: ground (default) snaps to the scene ground; none keeps y.",
"enum": [
"ground",
"none"
],
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"scene": {
"description": "place / bake: the scene id (place default: the first scene).",
"maxLength": 64,
"type": "string"
},
"set": {
"additionalProperties": {},
"description": "place: component overrides of this instance.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
},
"yaw": {
"description": "place: rotation around +Y in radians.",
"type": "number"
}
},
"required": [
"project_id",
"action"
],
"type": "object"
},
"name": "gripforge_game_content",
"outputSchema": null
},
{
"description": "The website and CLI share this saved 3D game creation workflow. Ask which engine (Unity, Godot, Unreal, Three.js) if unspecified; do not choose silently. create saves a brief without spending. quote(operation=plan) estimates AI preparation, accept(quote_token) starts its durable job ONLY after user approval of the shown price. get returns a persistent operation log, slots, studio_url and the same project to resume. Planning can select an appropriate preset OR compose real engine-compatible modules. A missing preset never means the genre needs a native engine. composition.modules pins all module versions; composition.tasks lists the custom logic still to implement. Assembly is a foundation, not a completed custom game: use the coding agent to finish those tasks on the selected engine (including web/Three.js). quote refine with message updates the same plan after approval, preserves selected assets and reviewed work, and persists the conversation. use_reference with slot_id and an owned image asset_id supplies an uploaded concept for visual review. assets searches compatible workspace/community items ranked by the brief and role; select chooses one or sets mode=generate with a prompt. For generation: quote concept, obtain approval, accept, poll get, show the concept, approve_concept only after visual user review; quote generate, obtain approval, accept, poll, show the model in its studio, approve_asset only after visual review. Never infer visual approval from technical success. quote build then accept acquires the selected community assets and binds them to a Game Kit prototype, without generating extra assets. With explicit allow_incomplete=true on the build quote, unreviewed models are excluded and missing slots use module defaults where available or remain empty. Show missing_assets before approval; never imply that an incomplete prototype is finished. Native engine projects still need CLI delivery/import; a web project has a play_url. Revision required for edits. Cancel/retry preserve completed steps. 2D unsupported. No automatic spending, invented asset IDs, or unrelated template substitutions.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"enum": [
"list",
"get",
"assets",
"create",
"select",
"use_reference",
"approve_concept",
"approve_asset",
"quote",
"accept",
"cancel",
"retry",
"dismiss"
],
"type": "string"
},
"allow_incomplete": {
"type": "boolean"
},
"asset_id": {
"maxLength": 100,
"type": "string"
},
"engine": {
"enum": [
"web",
"unity",
"godot",
"unreal"
],
"type": "string"
},
"expected_revision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"maxLength": 100,
"type": "string"
},
"message": {
"maxLength": 1500,
"minLength": 3,
"type": "string"
},
"mode": {
"enum": [
"select",
"generate",
"default"
],
"type": "string"
},
"operation": {
"enum": [
"plan",
"refine",
"concept",
"generate",
"build"
],
"type": "string"
},
"prompt": {
"maxLength": 2000,
"type": "string"
},
"q": {
"maxLength": 100,
"type": "string"
},
"quote_token": {
"maxLength": 100,
"type": "string"
},
"slot_id": {
"maxLength": 100,
"type": "string"
},
"source": {
"enum": [
"all",
"workspace",
"community"
],
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"action"
],
"type": "object"
},
"name": "gripforge_game_creation",
"outputSchema": null
},
{
"description": "Read game.engine of a Game Kit project (gkp_…) — a direction, never a gate. action=start (default): the start pack { version, active, structure { engine, kits, content counts, code }, scene, blocks digest, order (scene → playable → assets → archetypes → story → scripts → ui → validate → deliver → code), next [{ step, tool, args, why }], code (where game code goes per engine), rules } and the full content report. action=blocks: the brick catalogue computed from the manifests — entity kinds, archetype components (kit, schema, example), script verbs (conditions / actions with arguments and shorthand), script sugars (interact, enter, leave, scene, talked, quest, state, gives), quest step types, NPC behaviours, worlds, layers, events, variables; scope=catalog adds the bricks of kits not installed (install <kit>). action=report: { ok, errors, warnings, stats } — an error means that piece is left out of the game (the rest plays), a warning that it loads with something missing; each issue may carry a fix { tool, args }. action=next: the next steps only. A game with everything in code is valid: content first, kits second, code for the rest. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"description": "start (default) | structure | blocks | report | next.",
"enum": [
"start",
"structure",
"blocks",
"report",
"next"
],
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"scene": {
"description": "start: also return this scene document.",
"maxLength": 64,
"type": "string"
},
"scope": {
"description": "blocks: installed (default) or catalog.",
"enum": [
"installed",
"catalog"
],
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id"
],
"type": "object"
},
"name": "gripforge_game_engine",
"outputSchema": null
},
{
"description": "Get the browser play URL of a Game Kit project so a human (or a screenshot step) can run its current revision in the web runtime. Reads the project bundle and returns { url, absolute }; absolute is built on the GripForge origin of this key. Call it AFTER gripforge_gamekit_install or gripforge_game_project bind to check the result live. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id"
],
"type": "object"
},
"name": "gripforge_game_play_url",
"outputSchema": null
},
{
"description": "Manage Game Kit projects (gkp_…): the container holding installed kits, their lockfile, asset bindings and data collections. action=list lists the workspace projects; create needs name and takes a preset (see gripforge_gamekit_search; adventure is the reference game of game.engine) or an explicit kits map — every new project gets game.engine first (the engine of the game: scenes, archetypes, scripts, life cycle; its answer carries the engine start pack { structure, scene, blocks, order, next, rules } and added, the kits installed for dependencies), then the default kits ui.menu (title / pause / options / load and save screen), input.remap (key remapping), settings.graphics (graphics options), ui.prompts (on-screen key prompts that follow remapping and the gamepad), ui.endscreen (end screen and credits), save.persistence (save slots, quick save, autosave), audio.core (game audio: mixer, music, effects, event → sound table), i18n.text (game texts in the player’s language: translation tables in the translations collection, ICU plurals) ui.theme (the design of every interface as kit config: colours, font, shapes, key glyphs; unset = built-in look) and input.virtualpad (the on-screen gamepad of touch screens, mode auto: shown on a touch screen without a gamepad, Touch controls tab), addedBy default: keep and configure them, leave one out ({ \"ui.menu\": false }) or remove it only if the user asks; get returns the full ProjectDetail (installed kits, bindings, capabilities, missing, playUrl); bind maps asset slots to Library items (lib_…, null to clear); data reads a collection or upserts / removes documents validated against the kits’ schemas (replace=true swaps the whole collection); delete needs confirm=true. Call this first to create or pick the project, then gripforge_gamekit_installed (existing project) or gripforge_gamekit_install. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"description": "list | create | get | bind | data | delete.",
"enum": [
"list",
"create",
"get",
"bind",
"data",
"delete"
],
"type": "string"
},
"bindings": {
"additionalProperties": {
"anyOf": [
{
"type": "string"
},
{
"type": "null"
}
]
},
"description": "bind: { slot: lib_… | null } — Library item per asset slot declared by the installed kits, null clears.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"collection": {
"description": "data: collection name declared by an installed kit (e.g. missions, npcs, zones).",
"maxLength": 80,
"type": "string"
},
"confirm": {
"description": "delete: must be true. The project, its revisions and data are removed.",
"type": "boolean"
},
"documents": {
"description": "data: documents to upsert (each with its id), validated against the kit schema.",
"items": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"maxItems": 500,
"type": "array"
},
"kits": {
"additionalProperties": {
"type": "boolean"
},
"description": "create: explicit kit toggles { \"vehicle.driveable\": true, … } on top of the preset. Unchecking a required kit fails with toggle_requires. The default kits (ui.menu, input.remap, settings.graphics, ui.prompts, ui.endscreen, save.persistence, audio.core, i18n.text, ui.theme, input.virtualpad) are included unless set to false here — only when the user asked for it.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"name": {
"description": "create: project name.",
"maxLength": 120,
"minLength": 1,
"type": "string"
},
"preset": {
"description": "create: preset id whose default kits are installed (gripforge_gamekit_search returns presets).",
"maxLength": 80,
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Required for get, bind, data and delete.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"remove": {
"description": "data: document ids to remove.",
"items": {
"maxLength": 120,
"type": "string"
},
"maxItems": 500,
"type": "array"
},
"replace": {
"description": "data: true to replace the whole collection with documents.",
"type": "boolean"
},
"target": {
"description": "create: pass the confirmed engine explicitly (Three.js=web). Ask the user to choose Unity / Godot / Unreal Engine / Three.js before creating if unknown. API default web is for compatibility, not an engine choice.",
"enum": [
"web",
"godot",
"unity",
"unreal"
],
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"action"
],
"type": "object"
},
"name": "gripforge_game_project",
"outputSchema": null
},
{
"description": "Tune an installed kit: merge config values validated against the kit configSchema (read it with gripforge_gamekit_get), or toggle enabled to switch the kit off without uninstalling it. Configure installed kits freely rather than recoding what they do (game.engine: startScene, startEntry, flow.title, story flags). Switching game.engine off follows the confirmation of a removal: the first call answers 409 confirm_required with details.confirm; send it back with enabled=false after the user agreed — never on your own. Returns { kit, project } with the new project revision. Call this AFTER gripforge_gamekit_install. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"config": {
"additionalProperties": {},
"description": "Kit config values, validated against the kit configSchema returned by gripforge_gamekit_get. Merged over the current config.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"confirm": {
"description": "game.engine enabled=false: the confirm token of the previous answer.",
"maxLength": 80,
"type": "string"
},
"enabled": {
"description": "false to disable the kit at runtime while keeping it installed; true to re-enable.",
"type": "boolean"
},
"id": {
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives).",
"maxLength": 120,
"minLength": 2,
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"reason": {
"description": "One sentence: why you do this, recorded in the project history (required in spirit when you go against the installed-kits rule).",
"maxLength": 300,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id",
"id"
],
"type": "object"
},
"name": "gripforge_gamekit_configure",
"outputSchema": null
},
{
"description": "Turn catalogue kits, or the enabled kits of a Game Kit project, into engine files: Godot gets GDScript, scenes and config under gripforge/kits/<kit>/, Unity gets an embedded UPM package plus C# files and Unreal a Blueprint-first plugin for every kit with an engine delivery (gameplay and net.* kits; recipes otherwise), web needs nothing. Kits always deliver at their latest version; a kit the project copied locally is delivered from its copy. Call with dry_run=true FIRST: it returns the plan (files to add / keep / modify / delete, conflicts, dependencies, post-install steps) and never charges. Pass project_state (the current gripforge/gamekits.lock.json, path → sha256 of the files under gripforge/, engineVersion) so updates keep your edits and detect conflicts. Then call without dry_run to get the bundle. The hosted endpoint cannot write into your project: write bundle.files following plan.actions in order (backup, write, writeBin from bundle.binaries, delete with .uid / .import siblings, writeLock with bundle.lock), or use the npm client with project_dir (gripforge_gamekit_deliver_local), or the editor bridge. A blocked plan answers 409 with the plan: a file edited in the engine project is reported (modified_file), never overwritten silently; force backs it up then overwrites it. Credits: the first delivery of a kit major version to an engine costs 1 credit per workspace; re-deliveries, updates within a major, dry runs and the web target are free.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"dry_run": {
"description": "true → plan only: no bundle, never charged. Do this first.",
"type": "boolean"
},
"force": {
"description": "true → back up then overwrite edited managed files and existing seed files.",
"type": "boolean"
},
"kits": {
"description": "Kits to deliver (at most 16). Omit to deliver the enabled kits of project_id.",
"items": {
"properties": {
"bindings": {
"additionalProperties": {
"type": "string"
},
"description": "Asset slot → Library item id (lib_…).",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"config": {
"additionalProperties": {},
"description": "Kit config, validated against its configSchema.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"id": {
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives).",
"maxLength": 120,
"minLength": 2,
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"maxItems": 16,
"type": "array"
},
"mode": {
"description": "install (default), update to the latest catalogue version, or uninstall (needs project_state.lock).",
"enum": [
"install",
"update",
"uninstall"
],
"type": "string"
},
"project_id": {
"description": "Game Kit project (gkp_…) whose enabled kits, config and slot bindings are delivered when kits is omitted.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"project_state": {
"description": "What the engine project contains now. Without it the plan assumes an empty project (add-only).",
"properties": {
"engineVersion": {
"description": "Engine version, e.g. 4.3.stable.",
"maxLength": 80,
"type": "string"
},
"files": {
"additionalProperties": {
"type": "string"
},
"description": "path → sha256 hex of every file under gripforge/ and assets/gripforge/ (at most 5000).",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"lock": {
"anyOf": [
{
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
{
"type": "null"
}
],
"description": "Current gripforge/gamekits.lock.json content, null when absent."
}
},
"type": "object"
},
"target": {
"description": "Engine to deliver to: godot (addon + kit files), unity (UPM package + C# files), unreal (plugins), web (native, nothing to write). Kits without an engine delivery get recipes.",
"enum": [
"godot",
"unity",
"unreal",
"web"
],
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"target"
],
"type": "object"
},
"name": "gripforge_gamekit_deliver",
"outputSchema": null
},
{
"description": "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 exclusive capability) and unresolved requirements. Pass project_id for the installed graph; pass a kit id instead to read the declared requires / provides tree of a catalogue kit before installing it. Call this BEFORE gripforge_gamekit_remove with force. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Catalogue kit id to inspect instead of a project (returns its manifest tree).",
"maxLength": 120,
"minLength": 2,
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Default: the workspace’s most recently updated project when id is not given.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_gamekit_dependencies",
"outputSchema": null
},
{
"description": "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: projects always run the latest version), and summary { tagline, tags, targets, status, cover, coverUrl } with the featured image URL. Pass with_usage=true to also list the workspace projects that have it installed. Call this BEFORE gripforge_gamekit_configure to know which config keys exist. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives).",
"maxLength": 120,
"minLength": 2,
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"type": "string"
},
"version": {
"description": "Exact version to read (e.g. 1.0.0). Default: latest.",
"maxLength": 40,
"type": "string"
},
"with_usage": {
"description": "true to include usedBy: the workspace projects where this kit is installed.",
"type": "boolean"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_gamekit_get",
"outputSchema": null
},
{
"description": "Add a gameplay kit (a brick) to a Game Kit project (gkp_…); installing marks that the game uses it. Decide it yourself, no confirmation needed. Always the latest version; dependencies are added automatically and listed in added [{ kit, version, requiredBy, capability }] (e.g. game.engine for a kit that requires it). Kits are bricks that go together: two kits handling the same thing (e.g. two lightings) are a same-scene overlap, never a game-level conflict — only one is active in a scene. Returns { plan, applied, added, project }; dry_run=true previews without writing. Check gripforge_gamekit_installed first, then gripforge_gamekit_search; tune with gripforge_gamekit_configure. Legacy genre kits (legacy.*) use gripforge_kit. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"allow_planned": {
"description": "true to accept kits still marked planned (0.x, no runtime yet). Default false.",
"type": "boolean"
},
"config": {
"additionalProperties": {},
"description": "Kit config values, validated against the kit configSchema returned by gripforge_gamekit_get. Merged over the current config.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"dry_run": {
"description": "true to return the install plan without writing the project.",
"type": "boolean"
},
"id": {
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives).",
"maxLength": 120,
"minLength": 2,
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"reason": {
"description": "One sentence: why you do this, recorded in the project history (required in spirit when you go against the installed-kits rule).",
"maxLength": 300,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id",
"id"
],
"type": "object"
},
"name": "gripforge_gamekit_install",
"outputSchema": null
},
{
"description": "Start here for an existing project. Lists the kits installed in a Game Kit project (gkp_…), first and marked priority: id, name, enabled, addedBy (user / agent / auto / preset / default — the interface kits every new game gets), provides, requires and config, plus the rule that goes with them. Versions are for your information (projects always follow the latest): each kit also has version (in the project), latest, delivered { godot | unity | unreal } (the version the last engine delivery carries — a delivered game can run an older one) and pendingMigrations (manual migrations left to you). Installed kits are choices already made for this game: build on them for what they cover and configure them as needed; search the catalogue only for what they do not cover. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id"
],
"type": "object"
},
"name": "gripforge_gamekit_installed",
"outputSchema": null
},
{
"description": "Uninstall a kit from a Game Kit project (gkp_…). Remove a kit the user installed (addedBy user in gripforge_gamekit_installed) only when the user asks. game.engine (the engine of the game) and the default kits (ui.menu, input.remap, settings.graphics, ui.prompts, ui.endscreen, save.persistence, audio.core, i18n.text, ui.theme, input.virtualpad, addedBy default) are removed only when the user explicitly asks — never to \"clean up\". A kit other kits depend on, and game.engine always, is not removed by a first call: it answers 409 (kit_in_use, or confirm_required) with details { dependents, confirm } — nothing applied; show the user the dependents, then call again with with_dependents=true and confirm=<token> to remove the kit and its dependents together (the token is bound to the project revision). dry_run=true returns the plan, the dependents and the token without writing. force=true (legacy) removes it and disables its dependents instead; prune=true also drops the dependencies nothing else needs (never game.engine nor a default kit). Returns { applied, removed[], dependents, project }. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"confirm": {
"description": "The confirm token of the previous answer, after the user saw the dependents.",
"maxLength": 80,
"type": "string"
},
"dry_run": {
"description": "true to return the removal plan (with the dependents and the confirm token) without writing.",
"type": "boolean"
},
"force": {
"description": "Legacy: remove even when other kits depend on it; they are disabled, not removed.",
"type": "boolean"
},
"id": {
"description": "Kit id from the catalogue, dotted (e.g. vehicle.driveable, mission.objectives).",
"maxLength": 120,
"minLength": 2,
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"prune": {
"description": "true to also remove dependencies that no remaining kit requires (never game.engine nor a default kit).",
"type": "boolean"
},
"reason": {
"description": "One sentence: why you do this, recorded in the project history (required in spirit when you go against the installed-kits rule).",
"maxLength": 300,
"type": "string"
},
"with_dependents": {
"description": "true to remove the kit AND the kits that depend on it (needs confirm).",
"type": "boolean"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id",
"id"
],
"type": "object"
},
"name": "gripforge_gamekit_remove",
"outputSchema": null
},
{
"description": "Start here. Search the modular Game Kit catalogue (vehicle.driveable, mission.objectives, npc.wanted, …) by free text, capability, tag or engine target. Pass project_id to score kits against that project: each hit then carries state { installed, enabled, fills, reason } and kits that fill one of its missing capabilities rank first. Kits are bricks that go together: a kit handling the same thing as an installed one is a same-scene overlap (only one active in a scene), never a reason to skip it. Returns { kits, presets }; each kit carries its presentation: name, tagline (one-line hook), tags, targets and status per engine (web / godot / unity / unreal), and cover / coverUrl, the featured landscape image (WebP) to show the user when proposing kits. legacy.* kits play through their existing client. Kart Racing is native: compose world.racetrack + vehicle.driveable + race.kart; edit race_tracks through project data. world.lighting adds shared sun/fill, point lights and spots, presets, bounded light budgets and bloom; edit world_lights through project data. world.fluids adds interactive mud / blood surfaces, displaced 3D wheel ruts and footprints; edit fluid_surfaces through project data (web renderer). world.terrain adds a seeded large landscape (terrain_edits data), movement.traversal climbing / swimming / gliding with stamina, world.elements data-driven fire, water, ice, electricity and poison (element_rules, element_materials, element_climates data). Call this BEFORE gripforge_gamekit_install. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"capability": {
"description": "Capability the kit must provide (exact id or prefix, e.g. vehicle.drive).",
"maxLength": 120,
"type": "string"
},
"limit": {
"description": "Max kits returned (default 20).",
"maximum": 100,
"minimum": 1,
"type": "integer"
},
"project_id": {
"description": "Game Kit project id (gkp_…) to score results against. Default: the workspace’s most recently updated project.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"q": {
"description": "Free text matched on id, name, description and tags (e.g. \"drive a car\", \"wanted level\").",
"maxLength": 200,
"type": "string"
},
"tag": {
"description": "Tag filter (e.g. vehicle, mission, npc, legacy).",
"maxLength": 60,
"type": "string"
},
"target": {
"description": "Engine target the kit must support. For game creation, use the engine chosen by the user or identified in their project; ask Unity / Godot / Unreal Engine / Three.js if unknown. The API web default is not user consent.",
"enum": [
"web",
"godot",
"unity",
"unreal"
],
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_gamekit_search",
"outputSchema": null
},
{
"description": "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, migrations). Pass apply=true to apply it. A migration with auto=false is never applied by itself: it is your task — apply its note (config, data) then call again. Omit id to check every installed kit. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"apply": {
"description": "true to apply the update to the latest version (automatic migrations run). Default false = plan only.",
"type": "boolean"
},
"id": {
"description": "Installed kit to update. Omit to check every installed kit.",
"maxLength": 120,
"minLength": 2,
"pattern": "^[a-z0-9][a-z0-9._-]*$",
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id"
],
"type": "object"
},
"name": "gripforge_gamekit_update",
"outputSchema": null
},
{
"description": "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 text-to-3D), weapon and prop are direct text-to-model (no rig, no concept step). The workspace Style DNA is applied to the prompt. If the look may already exist, call gripforge_style_kit FIRST. Costs 10 credits. Returns a persistent job_id immediately; poll gripforge_generation_read for progress and the Library/Studio result. Closing this call does not cancel it.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"concept_item": {
"description": "Library concept / T-pose id (lib_…). Image-to-3D — not text-to-3D.",
"type": "string"
},
"file_url": {
"description": "https URL of a concept or T-pose image. Image-to-3D.",
"type": "string"
},
"idempotency_key": {
"description": "Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs.",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"kind": {
"description": "What to forge — rigged (character/enemy/boss) or static mesh (weapon/prop)",
"enum": [
"character",
"enemy",
"boss",
"weapon",
"prop"
],
"type": "string"
},
"name": {
"description": "Library item name (default: the prompt)",
"maxLength": 160,
"type": "string"
},
"polycount": {
"description": "Target triangles.",
"type": "number"
},
"prompt": {
"description": "Description of the asset.",
"maxLength": 600,
"minLength": 3,
"type": "string"
},
"provider": {
"description": "Generation provider (default tripo; meshy when concept_item)",
"enum": [
"tripo",
"meshy"
],
"type": "string"
},
"underwear": {
"description": "Characters: false = keep the described outfit",
"type": "boolean"
}
},
"required": [
"prompt",
"kind"
],
"type": "object"
},
"name": "gripforge_generate",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": {},
"properties": {
"item": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"job": {
"type": "string"
},
"job_id": {
"type": "string"
},
"library_url": {
"type": "string"
},
"notes": {
"items": {
"type": "string"
},
"type": "array"
},
"provider": {
"type": "string"
},
"stage": {
"type": "string"
},
"status": {
"type": "string"
},
"status_url": {
"type": "string"
},
"studio_url": {
"type": "string"
}
},
"type": "object"
}
},
{
"description": "Reusable plan → artistic concept → isolated reference views → review → Meshy build workflow. Generate 1–4 coherent images through OpenAI (1536×1024 high quality, default) or Imagine (2K), saved as private Library drafts; alternate views reference one master. Separate explicit budgets for concepts and 3D. Accepts text, owned single/multiple concept views or an owned static GLB. Meshy PBR/geometry quality, bounded geometry and uniform metric fit. Durable jobs return workspace links; poll generation_read, cancel/retry preserves finished steps. Review images before building and the real Studio render before publishing. No guaranteed interiors, collisions or LODs. Never substitutes procedural geometry or automatically replaces a game asset.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"budget": {
"additionalProperties": false,
"description": "Required for paid concept/build: maximum GripForge credits OR subscription USD accepted. Use the quote funding currency: insufficient AI allowance falls back to GripForge credits for the whole new job, never both. Use plan.concept_quote for images, plan.quote for Meshy. Provider credits are separate.",
"properties": {
"credits": {
"minimum": 0,
"type": "number"
},
"usd": {
"minimum": 0,
"type": "number"
}
},
"type": "object"
},
"concept_presentation": {
"description": "Default scene: artistic concept in its neighbourhood preserving the user atmosphere and lighting. isolated: technical views of the SAME building for Meshy. Keep rich architectural detail in both.",
"enum": [
"scene",
"isolated"
],
"type": "string"
},
"concept_provider": {
"description": "Default openai (GPT Image 2.5 Sunburst, high quality). xai explicitly selects Imagine. Provider is pinned in the durable job; never silently falls back. Read the provider-specific concept_quote.",
"enum": [
"openai",
"xai"
],
"type": "string"
},
"concept_reference": {
"additionalProperties": false,
"description": "Owned artistic reference to EDIT into new scene/isolated views. Distinct from recipe.concept, which reuses an existing front view without generation. Exclusive with recipe.concept/concepts/source and stage=build.",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"concept_views": {
"description": "Unique views starting with front_right. Default one view for scene, three for isolated. Alternate views edit the SAME master. recipe.concept reuses an existing master; concept_reference guides a NEW master.",
"items": {
"enum": [
"front_right",
"front_left",
"rear_right",
"rear_left"
],
"type": "string"
},
"maxItems": 4,
"minItems": 1,
"type": "array"
},
"idempotency_key": {
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"recipe": {
"additionalProperties": false,
"properties": {
"concept": {
"additionalProperties": false,
"description": "Owned PNG/JPEG/WebP revision for Meshy image-to-3D. At most 12 MiB. Mutually exclusive with source.",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"concepts": {
"description": "Coherent views of ONE building, front first, for Meshy multi-image-to-3D. Exclusive with concept/source. Review coherence before building.",
"items": {
"additionalProperties": false,
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"maxItems": 4,
"minItems": 1,
"type": "array"
},
"dimensions": {
"additionalProperties": false,
"description": "Maximum footprint and height in metres. Uniform fit preserves proportions; actual dimensions are returned.",
"properties": {
"depth": {
"maximum": 100,
"minimum": 3,
"type": "number"
},
"height": {
"maximum": 150,
"minimum": 3,
"type": "number"
},
"width": {
"maximum": 100,
"minimum": 3,
"type": "number"
}
},
"type": "object"
},
"facade": {
"maxLength": 120,
"type": "string"
},
"floors": {
"maximum": 30,
"minimum": 1,
"type": "integer"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_-]{0,47}$",
"type": "string"
},
"look": {
"description": "Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default. Fills style when style is omitted; toon, anime and pixel add their phrase to the prompt.",
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string"
},
"meshQuality": {
"additionalProperties": false,
"description": "Meshy 7.1 quality. Defaults standard geometry and 2K PBR. Multi-image supports standard/2k geometry only. Texture resolution is preserved during optimization. Read the updated quote.",
"properties": {
"geometry": {
"enum": [
"standard",
"2k",
"4k"
],
"type": "string"
},
"texture": {
"enum": [
"2k",
"4k",
"8k"
],
"type": "string"
}
},
"type": "object"
},
"name": {
"maxLength": 100,
"minLength": 1,
"type": "string"
},
"polycount": {
"maximum": 80000,
"minimum": 4000,
"type": "integer"
},
"prompt": {
"maxLength": 300,
"minLength": 3,
"type": "string"
},
"roof": {
"enum": [
"flat",
"pitched"
],
"type": "string"
},
"source": {
"additionalProperties": false,
"description": "Reuse an owned static GLB revision instead of paying for this building. The source is never modified.",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"style": {
"enum": [
"realistic",
"stylized",
"lowpoly",
"handpainted"
],
"type": "string"
},
"use": {
"enum": [
"residential",
"retail",
"office",
"industrial",
"mixed"
],
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"stage": {
"description": "plan is free: exact prompts and separate image/3D quotes. concept creates reviewable workspace images. First review artistic scene, then isolated views of the SAME building, then build 3D from chosen isolated references.",
"enum": [
"plan",
"concept",
"build"
],
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"recipe"
],
"type": "object"
},
"name": "gripforge_generate_building",
"outputSchema": null
},
{
"description": "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 (the forge enforces it); make the weapon apart with gripforge_generate (kind=weapon) and put it in the hand with gripforge_attach. polycount is honoured (default 8000; keep it at or under 10000 for a mobile game).To sculpt from a picture (image-to-3D): pass concept_item (lib_… from gripforge_concept_correct / character_concepts) or file_url. Without an image this is text-to-3D. If the look may already be in the locker, call gripforge_style_kit FIRST. For knives/guns use gripforge_generate_weapon. Alias of gripforge_generate (the canonical door). Costs 10 credits. Returns a persistent job_id immediately; poll gripforge_generation_read. Closing this call does not cancel it.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"concept_item": {
"description": "Library concept / T-pose sheet id (lib_…). Image-to-3D from that picture — not text-to-3D.",
"type": "string"
},
"file_url": {
"description": "https URL of a concept or T-pose image. Image-to-3D.",
"type": "string"
},
"idempotency_key": {
"description": "Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs.",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"kind": {
"description": "character | enemy | boss (boss → enemy + meta.boss)",
"enum": [
"character",
"enemy",
"boss"
],
"type": "string"
},
"name": {
"description": "Library item name (default: the prompt)",
"maxLength": 160,
"type": "string"
},
"polycount": {
"description": "Target triangles. Meshy characters default 8000 (low-poly FPS).",
"type": "number"
},
"prompt": {
"description": "Description. \"Devil May Cry like enemy\" → tagged devil-may-cry, kind=enemy.",
"maxLength": 600,
"minLength": 3,
"type": "string"
},
"provider": {
"description": "Default tripo. Forced meshy when concept_item / file_url is set.",
"enum": [
"tripo",
"meshy"
],
"type": "string"
},
"underwear": {
"description": "false = keep the described outfit. Implied false when an image is passed.",
"type": "boolean"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_generate_character",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": {},
"properties": {
"item": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"job": {
"type": "string"
},
"job_id": {
"type": "string"
},
"library_url": {
"type": "string"
},
"notes": {
"items": {
"type": "string"
},
"type": "array"
},
"provider": {
"type": "string"
},
"stage": {
"type": "string"
},
"status": {
"type": "string"
},
"status_url": {
"type": "string"
},
"studio_url": {
"type": "string"
}
},
"type": "object"
}
},
{
"description": "Plan then build a straight-street district from 1–8 distinct Meshy buildings, each manufactured once and reused as separate editable instances. Includes road, pavements, spawn, daylight and camera in the shared Map SceneDocument. Optional owned PBR road/pavement maps; otherwise simple solid surfaces. Plan returns layout, provider-credit count and account quote without spending. Build requires a budget and returns a persistent job, then Map Studio link. Private work version requiring visual review; no automatic Community publication or game replacement.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"budget": {
"additionalProperties": false,
"description": "Required for paid concept/build: maximum GripForge credits OR subscription USD accepted. Use the quote funding currency: insufficient AI allowance falls back to GripForge credits for the whole new job, never both. Use plan.concept_quote for images, plan.quote for Meshy. Provider credits are separate.",
"properties": {
"credits": {
"minimum": 0,
"type": "number"
},
"usd": {
"minimum": 0,
"type": "number"
}
},
"type": "object"
},
"idempotency_key": {
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"recipe": {
"additionalProperties": false,
"properties": {
"buildings": {
"description": "Unique building definitions with distinct ids. Each new model is manufactured once.",
"items": {
"additionalProperties": false,
"properties": {
"concept": {
"additionalProperties": false,
"description": "Owned PNG/JPEG/WebP revision for Meshy image-to-3D. At most 12 MiB. Mutually exclusive with source.",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"concepts": {
"description": "Coherent views of ONE building, front first, for Meshy multi-image-to-3D. Exclusive with concept/source. Review coherence before building.",
"items": {
"additionalProperties": false,
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"maxItems": 4,
"minItems": 1,
"type": "array"
},
"dimensions": {
"additionalProperties": false,
"description": "Maximum footprint and height in metres. Uniform fit preserves proportions; actual dimensions are returned.",
"properties": {
"depth": {
"maximum": 100,
"minimum": 3,
"type": "number"
},
"height": {
"maximum": 150,
"minimum": 3,
"type": "number"
},
"width": {
"maximum": 100,
"minimum": 3,
"type": "number"
}
},
"type": "object"
},
"facade": {
"maxLength": 120,
"type": "string"
},
"floors": {
"maximum": 30,
"minimum": 1,
"type": "integer"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_-]{0,47}$",
"type": "string"
},
"look": {
"description": "Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default. Fills style when style is omitted; toon, anime and pixel add their phrase to the prompt.",
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string"
},
"meshQuality": {
"additionalProperties": false,
"description": "Meshy 7.1 quality. Defaults standard geometry and 2K PBR. Multi-image supports standard/2k geometry only. Texture resolution is preserved during optimization. Read the updated quote.",
"properties": {
"geometry": {
"enum": [
"standard",
"2k",
"4k"
],
"type": "string"
},
"texture": {
"enum": [
"2k",
"4k",
"8k"
],
"type": "string"
}
},
"type": "object"
},
"name": {
"maxLength": 100,
"minLength": 1,
"type": "string"
},
"polycount": {
"maximum": 80000,
"minimum": 4000,
"type": "integer"
},
"prompt": {
"maxLength": 300,
"minLength": 3,
"type": "string"
},
"roof": {
"enum": [
"flat",
"pitched"
],
"type": "string"
},
"source": {
"additionalProperties": false,
"description": "Reuse an owned static GLB revision instead of paying for this building. The source is never modified.",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"style": {
"enum": [
"realistic",
"stylized",
"lowpoly",
"handpainted"
],
"type": "string"
},
"use": {
"enum": [
"residential",
"retail",
"office",
"industrial",
"mixed"
],
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"maxItems": 8,
"minItems": 1,
"type": "array"
},
"gap": {
"maximum": 30,
"minimum": 1,
"type": "number"
},
"materials": {
"additionalProperties": false,
"properties": {
"road": {
"additionalProperties": {},
"description": "SceneMaterialOverride: color, roughness, metalness, map/normalMap/roughnessMap/metalnessMap as owned immutable SceneAssetRef, repeat:[u,v]. Validated by the shared Scene Engine.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"sidewalk": {
"additionalProperties": {},
"description": "SceneMaterialOverride: color, roughness, metalness, map/normalMap/roughnessMap/metalnessMap as owned immutable SceneAssetRef, repeat:[u,v]. Validated by the shared Scene Engine.",
"propertyNames": {
"type": "string"
},
"type": "object"
}
},
"type": "object"
},
"name": {
"maxLength": 100,
"minLength": 1,
"type": "string"
},
"repetitions": {
"description": "Instances per definition, without additional model generation cost.",
"maximum": 4,
"minimum": 1,
"type": "integer"
},
"sidewalkWidth": {
"maximum": 8,
"minimum": 1,
"type": "number"
},
"streetWidth": {
"maximum": 30,
"minimum": 6,
"type": "number"
},
"version": {
"const": 1,
"type": "number"
}
},
"required": [
"buildings"
],
"type": "object"
},
"stage": {
"description": "Default plan is free and does not generate. Read its quote, then explicitly build.",
"enum": [
"plan",
"build"
],
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"recipe"
],
"type": "object"
},
"name": "gripforge_generate_district",
"outputSchema": null
},
{
"description": "Persistent concept → isolated handle/segment references → Meshy PBR components → FlexibleChain XPBD → Blender assembly/rig → actual GripForge renderer review. Read flexible_weapon_schema first. recipe stage=concept returns an image before 3D; build can reuse that concept and owned pinned components. Up to 12 existing source clips or sampled motions; character choreography is not generated by this tool. Returns job_id immediately; poll generation_read for weapon GLB, Blender source, physics reports, separate character/weapon review scene and Studio links. Max 23 credits when all art is new; reused components are free. Cancel/retry retains successful provider and fabrication steps. Always private work: no automatic replacement, promotion or Community publication.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"recipe": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"recipe"
],
"type": "object"
},
"name": "gripforge_generate_flexible_weapon",
"outputSchema": null
},
{
"description": "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 subscription, or 10 GripForge credits if it cannot cover the complete operation. Returns a persistent job_id immediately; poll gripforge_generation_read, then download and import the completed model.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"concept_item": {
"description": "Owned concept image in this workspace; forces Meshy image-to-3D.",
"maxLength": 160,
"minLength": 1,
"type": "string"
},
"concept_items": {
"description": "2–4 distinct owned views of the same prop for Meshy multi-image-to-3D. Exclusive with concept_item; geometry standard/2k.",
"items": {
"maxLength": 160,
"minLength": 1,
"type": "string"
},
"maxItems": 4,
"minItems": 2,
"type": "array"
},
"idempotency_key": {
"description": "Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs.",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"meshQuality": {
"description": "Meshy geometry and PBR texture quality. Requested texture resolution is retained through optimization.",
"properties": {
"geometry": {
"enum": [
"standard",
"2k",
"4k"
],
"type": "string"
},
"texture": {
"enum": [
"2k",
"4k",
"8k"
],
"type": "string"
}
},
"required": [
"geometry",
"texture"
],
"type": "object"
},
"name": {
"description": "Library name",
"maxLength": 160,
"type": "string"
},
"optimize": {
"description": "Default true; false retains the provider mesh for close-up review.",
"type": "boolean"
},
"polycount": {
"description": "Target triangles (default 4000)",
"type": "number"
},
"prompt": {
"description": "e.g. compact orange open-cockpit racing kart, isolated",
"maxLength": 600,
"minLength": 3,
"type": "string"
},
"provider": {
"description": "Default meshy",
"enum": [
"meshy",
"tripo"
],
"type": "string"
},
"subtype": {
"description": "vehicle: made as the Vehicles prop sub-kind — no grip style, nose on +Z, the four wheels split with hub pivots so it drives. Then finished like a game car: paint, glass, chrome, grille and lamp materials, smoothed body, modelled wheels. Detected from the prompt (car, truck, van, kart…) when omitted; none opts out.",
"enum": [
"vehicle",
"none"
],
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_generate_prop",
"outputSchema": null
},
{
"description": "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 + wheel + rig). Each geometry review uses scene_review with the returned assetRef and must be approved before the next paid step. Rigging preserves UVs and corner normals, GLB/FBX/Blend and measured Chaos setup. Top view is review-only. parts.body.geometry accepts unfinished Hunyuan/Blender GLB; parts.body.topology pins the reviewed reduced GLB; parts.<role>.source reuses finished meshes. Legacy modular_doors remains available for articulated doors. stage=plan quotes each stage without spending; paid stages require its budget. Durable job; poll generation_read. Work draft, real-render review and target-engine driving test required; no automatic publication/replacement.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"budget": {
"properties": {
"credits": {
"maximum": 9007199254740991,
"minimum": 0,
"type": "integer"
},
"usd": {
"minimum": 0,
"type": "number"
}
},
"type": "object"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"recipe": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"stage": {
"default": "plan",
"enum": [
"plan",
"concept",
"references",
"geometry",
"topology",
"build"
],
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"recipe"
],
"type": "object"
},
"name": "gripforge_generate_vehicle",
"outputSchema": null
},
{
"description": "CREATE a game-ready weapon GLB (knife, gun, sword…) and save it to Library as kind=weapon. Default provider Meshy, no T-pose, no biped rig. polycount defaults to 4000. style=melee|gun is written to meta.style for gripforge_attach. 10 credits. Returns a persistent job_id; poll gripforge_generation_read. Do NOT write one-off Meshy scripts.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"idempotency_key": {
"description": "Stable key per asset role. Reuse after an uncertain response to avoid duplicate paid jobs.",
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"name": {
"description": "Library name (default: prompt)",
"maxLength": 160,
"type": "string"
},
"polycount": {
"description": "Target triangles (default 4000)",
"type": "number"
},
"prompt": {
"description": "e.g. \"CS2 default CT combat knife, silver blade, black grip\"",
"maxLength": 600,
"minLength": 3,
"type": "string"
},
"provider": {
"description": "Default meshy",
"enum": [
"meshy",
"tripo"
],
"type": "string"
},
"style": {
"description": "Grip style for attach (inferred if omitted)",
"enum": [
"melee",
"gun",
"shield",
"staff"
],
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_generate_weapon",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": {},
"properties": {
"item": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"job": {
"type": "string"
},
"job_id": {
"type": "string"
},
"library_url": {
"type": "string"
},
"notes": {
"items": {
"type": "string"
},
"type": "array"
},
"provider": {
"type": "string"
},
"stage": {
"type": "string"
},
"status": {
"type": "string"
},
"status_url": {
"type": "string"
},
"studio_url": {
"type": "string"
}
},
"type": "object"
}
},
{
"description": "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 budget covering the quote and a stable idempotency_key. One durable job, two bounded fabrication lanes, per-weapon checkpoints and billing; cancellation/retry preserves finished work and provider task IDs. Results remain private work assets. Inspect geometry, textures and actual renderer output before publishing. Does not create attack/reload animations, grip bindings, or flexible-chain physics. Poll gripforge_generation_read; result.items contains Library IDs and Studio links.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"budget": {
"additionalProperties": false,
"properties": {
"credits": {
"minimum": 0,
"type": "number"
},
"usd": {
"minimum": 0,
"type": "number"
}
},
"type": "object"
},
"entries": {
"items": {
"additionalProperties": false,
"properties": {
"key": {
"pattern": "^[a-z0-9][a-z0-9_-]{0,47}$",
"type": "string"
},
"name": {
"maxLength": 160,
"minLength": 1,
"type": "string"
},
"polycount": {
"maximum": 20000,
"minimum": 500,
"type": "integer"
},
"prompt": {
"maxLength": 600,
"minLength": 3,
"type": "string"
},
"style": {
"enum": [
"gun",
"melee",
"shield",
"staff"
],
"type": "string"
},
"subtype": {
"maxLength": 60,
"minLength": 1,
"type": "string"
},
"tags": {
"items": {
"maxLength": 60,
"minLength": 1,
"type": "string"
},
"maxItems": 16,
"type": "array"
}
},
"required": [
"key",
"name",
"prompt",
"subtype"
],
"type": "object"
},
"maxItems": 64,
"minItems": 1,
"type": "array"
},
"idempotency_key": {
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"plan_hash": {
"pattern": "^[a-f0-9]{64}$",
"type": "string"
},
"stage": {
"enum": [
"plan",
"build"
],
"type": "string"
},
"workspace_id": {
"description": "Authorized workspace; defaults to the connected workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"stage",
"entries"
],
"type": "object"
},
"name": "gripforge_generate_weapon_catalog",
"outputSchema": null
},
{
"description": "Request worker cancellation while retaining completed steps and artifacts. Closing a page alone does not cancel a job.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_generation_cancel",
"outputSchema": null
},
{
"description": "List workspace jobs. Jobs and completed steps survive closing the studio or restarting the web server and worker.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_generation_list",
"outputSchema": null
},
{
"description": "Free quote for a model, concept, texture, rig or animation. Reports the account funding mode, available balance and estimated operation cost. A subscription combines AI and paid asset generation in one monthly limit without also charging generation credits. Quote every missing role, propose the plan, and obtain a generation budget before submitting paid jobs. Estimates cover one operation, not the full concept/rig/review pipeline.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"count": {
"maximum": 20,
"minimum": 1,
"type": "integer"
},
"kind": {
"enum": [
"model",
"concept",
"texture",
"rig",
"animation"
],
"type": "string"
},
"provider": {
"enum": [
"meshy",
"tripo",
"xai",
"openai"
],
"type": "string"
},
"workspace_id": {
"description": "Authorized workspace; defaults to the connected workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"kind"
],
"type": "object"
},
"name": "gripforge_generation_quote",
"outputSchema": null
},
{
"description": "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 map/building concept images (at most 4). Set preview_view to return one chosen view. Concepts are generated illustrations, not verified 3D renders. Success does not mean visual approval or promotion.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"include_preview": {
"type": "boolean"
},
"preview_view": {
"enum": [
"overview",
"top_down",
"entrance",
"objective",
"front_right",
"front_left",
"rear_right",
"rear_left"
],
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_generation_read",
"outputSchema": null
},
{
"description": "Retry a failed or cancelled job, reusing completed steps. An unconfirmed interrupted provider call may be executed again when explicitly retried.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_generation_retry",
"outputSchema": null
},
{
"description": "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 the single weapon field for dual-wield.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"attach_id": {
"description": "Library armed bind id",
"type": "string"
},
"character_id": {
"description": "Library character/enemy id",
"type": "string"
},
"id": {
"description": "Library id of a loadout / bind / character (lib_…)",
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_hitbox",
"outputSchema": null
},
{
"description": "Generate a ready-to-drop survivor HUD: hud.json (layout/anchors, no pixels), original GripForge cartoon PNGs (hearts full/half/empty, portrait frame, currency chips, empty hex slot), a Godot 4 .tscn (Control with named nodes Health/XP/Portrait/Currencies/Minimap), and Three.js / Unity / Unreal snippets. 1 credit per successful generate. CONSUMER RECIPE — (1) call gripforge_hud; (2) write the PNGs (download the asset URLs) + hud.json (+ hud.tscn) into the game repo, same folder; (3) Godot: instance the tscn, add_child, then get_node(\"Health\").set_health(current, max) and set XP.value; (4) Unreal: the GripForgeHUD plugin must already be in the project (unreal_plugin_url) — point UGFHudWidget::CreateFromFolder at the folder and call BindHealth on your health component. DO NOT redraw the hearts. DO NOT open a UI editor. This hosted endpoint returns file CONTENTS + URLs; pass out_dir only with the npm MCP package, which writes the files for you.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"currencies": {
"description": "default [\"gem\",\"mushroom\",\"drop\"] — unknown ids get the empty hex chip",
"items": {
"type": "string"
},
"maxItems": 6,
"type": "array"
},
"health_max": {
"description": "default 5",
"maximum": 20,
"minimum": 1,
"type": "integer"
},
"health_style": {
"description": "skin of the health display. For hearts: round, pixel, shield, star, orb, potion, skull, croix, goutte, eclair, feuille, losange, soleil, lune, patte, os, flamme, flocon, trefle, couronne, anneau, pomme, viande, bonbon, oeil, plume, gland, cloche, poing, aile, hexplaque, rune, bougie, champi, bouclier_pique, coeur_gel, coeur_or, coeur_ombre, batterie, retro. For bar: ronde, segments, scifi, pixel_bar, fantasy, tube, fleches, cellules_hex, oblique, double, fine, crantee, crochets, capsule, rivets, retro_rouge, retro_vert, retro_bleu, retro_jaune, gothique, scifi_energie, cartoon_aventure, horreur. Also accepts \"custom:<slug>\" from gripforge_hud_bar. Default: round (hearts) / ronde (bar).",
"type": "string"
},
"health_type": {
"description": "default hearts",
"enum": [
"hearts",
"bar"
],
"type": "string"
},
"minimap": {
"description": "default false",
"type": "boolean"
},
"out_dir": {
"description": "Suggested folder (hosted returns contents only; npm writes)",
"type": "string"
},
"portrait": {
"description": "default true",
"type": "boolean"
},
"preset": {
"const": "survivor",
"description": "v1: survivor only (default)",
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_hud",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": false,
"properties": {
"assets": {
"additionalProperties": {
"type": "string"
},
"description": "PNG URLs (GripForge original cartoon set)",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"files": {
"additionalProperties": {
"type": "string"
},
"description": "File contents keyed by filename (hud.json, hud.tscn, engine snippets)",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"hud": {
"additionalProperties": {},
"description": "hud.json v1 — layout, anchors, slot ids. No pixels.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"preview_url": {
"description": "Studio live preview matching the json",
"type": "string"
},
"unreal_plugin_url": {
"description": "Zip of the GripForgeHUD runtime plugin (UE 5.3+)",
"type": "string"
}
},
"required": [
"hud",
"files",
"assets",
"unreal_plugin_url",
"preview_url"
],
"type": "object"
}
},
{
"description": "Forge an ORIGINAL themed health-bar style: an image model draws the ornate empty frame (transparent background), the inner trough is located pixel-precisely, and a thematic gradient fill is composed to match — returns an aligned frame+fill PNG pair, same contract as the built-in gripforge_hud bar styles. Describe a THEME (e.g. \"gothic demon-hunter, baroque metal, horn ornaments\"), never a specific game — styles of a genre, not copies. 2 credits. RECIPE: download frame_url + fill_url next to your hud.json ; Godot: TextureProgressBar (texture_under=frame, texture_progress=fill, custom_minimum_size=size) ; Three/Unity: frame behind, fill cropped horizontally to the health percent. Generation has model variance — if the trough is not found, retry with a clearer theme.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"colors": {
"description": "Fill gradient [light, mid, dark] hex — default blood red",
"items": {
"pattern": "^#[0-9a-fA-F]{6}$",
"type": "string"
},
"maxItems": 3,
"minItems": 3,
"type": "array"
},
"name": {
"description": "Slug for the saved Library items",
"maxLength": 60,
"type": "string"
},
"theme": {
"description": "Visual theme of the frame (genre, materials, ornaments)",
"maxLength": 300,
"minLength": 3,
"type": "string"
}
},
"required": [
"theme"
],
"type": "object"
},
"name": "gripforge_hud_bar",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": false,
"properties": {
"fill_url": {
"description": "PNG fill (full-width, engine crops) download URL",
"type": "string"
},
"frame_url": {
"description": "PNG frame (empty ornate bar) download URL",
"type": "string"
},
"hud_snippet": {
"additionalProperties": {},
"description": "Ready-to-paste hud.json health block",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"notes": {
"items": {
"type": "string"
},
"type": "array"
},
"size": {
"additionalProperties": false,
"properties": {
"h": {
"type": "number"
},
"w": {
"type": "number"
}
},
"required": [
"w",
"h"
],
"type": "object"
}
},
"required": [
"frame_url",
"fill_url",
"size",
"hud_snippet"
],
"type": "object"
}
},
{
"description": "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 workspace; Pass screenshot (a capture of the screen while the game runs) so My HUDs shows the real thing; action shot attaches one to a HUD imported earlier.returns the studio URL to open it. `text` is the engine file as-is: a Godot .tscn scene, a Unity .uxml (UI Toolkit) or a .unity / .prefab (RectTransforms), the Unreal UMG designer clipboard (select the widgets, Ctrl+C — .uasset files are binary), or a GripForge hud.json / hud.v2.json. Read the file yourself and pass its content; `filename` helps detect the format. Controls are recognised by name (health, mana, minimap, ammo, quest…) and type, placed on nine anchors; the report lists what was created and skipped. action=list → HUDs of the workspace. action=get {id} → one HUD document (hud_… id).",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"description": "import a screen · list the workspace HUDs · get one · shot = attach a capture of the screen in play to an existing HUD (id + screenshot)",
"enum": [
"import",
"list",
"get",
"shot"
],
"type": "string"
},
"embeds": {
"additionalProperties": {
"type": "string"
},
"description": "import (Unreal): the nested Widget Blueprints this screen places (asset name → their T3D export, e.g. { WBP_Menu: \"Begin Object…\" }) so their buttons, bars and texts become elements of the screen instead of an empty box; the Unreal bridge /hud/get returns them as embeds",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"filename": {
"description": "import: original file name (hud.tscn, HUD.prefab, GameHud.uxml, umg.txt…)",
"maxLength": 200,
"type": "string"
},
"id": {
"description": "get / shot: the HUD (hud_…); import: re-import into that existing HUD — its name, level, role and capture stay, its elements are replaced",
"type": "string"
},
"level": {
"description": "import: the level / map where this screen shows (MainMenu, Desert_Castle…) — the studio groups a project's screens by level; the Unreal bridge /hud/list gives it from the asset registry (widget ← blueprints ← map), otherwise trace which map references the screen",
"maxLength": 80,
"type": "string"
},
"name": {
"description": "import: name of the HUD in the studio",
"maxLength": 120,
"type": "string"
},
"pictures": {
"additionalProperties": {
"type": "string"
},
"description": "import: texture name → base64 PNG/JPEG of that picture (≤ 6 MB each, 60 max): stored in the Library and linked to the screen's images, buttons and bars — one call gives the screen its real art",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"project": {
"description": "import: game project name (e.g. the .uproject / project folder) — the studio groups HUDs by project",
"maxLength": 80,
"type": "string"
},
"role": {
"description": "import: \"screen\" (a menu, a loading screen, the in-game HUD, a page) or \"widget\" (a component: a bar, a minimap, a button, a damage number); the studio lists a level's screens first and its widgets apart. Inferred from the footprint when omitted: a screen spans ≥ 45 % of the width or ≥ 60 % of the height",
"enum": [
"screen",
"widget"
],
"type": "string"
},
"screenshot": {
"description": "import / shot: base64 PNG or JPEG (≤ 16 MB, data URL accepted; stored packed to 1080p JPEG) of this screen captured while the game runs — becomes its thumbnail in My HUDs and the backdrop of the editor preview. Capture it in the engine: Unreal bridge GET http://127.0.0.1:8439/shot?play=1&level=/Game/Maps/MainMenu&wait=5 (opens that map, starts Play In Editor, captures with the UI, stops; without play=1 it captures the editor viewport), or an Unreal MCP capture_viewport during PIE; Godot get_viewport().get_texture().get_image().save_png(); Unity ScreenCapture.CaptureScreenshot",
"type": "string"
},
"text": {
"description": "import: the engine file content",
"maxLength": 6291456,
"type": "string"
},
"textures": {
"additionalProperties": {
"type": "string"
},
"description": "import: texture name → lib_… id of that picture pushed with gripforge_library_push (kind hud); links the screen's images, buttons and bars to their real art",
"propertyNames": {
"type": "string"
},
"type": "object"
}
},
"required": [
"action"
],
"type": "object"
},
"name": "gripforge_hud_import",
"outputSchema": null
},
{
"description": "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 still uses Input.is_action_pressed(\"move_*\"). Optional third_person=true adds portable character-facing JavaScript and a Three.js adapter: movement-facing, independent camera, aim/fire/build facing. Orientation only, not a physics controller. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"fps\" or \"counter-strike dust2\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
},
"third_person": {
"description": "Include character-facing JavaScript and Three.js usage (default false; existing input map unchanged).",
"type": "boolean"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_input_kit",
"outputSchema": null
},
{
"description": "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 guess, triangles/vertices, materials+textures, skeleton (bones, finger bones per hand, cape grid), animations, size in metres — and (2) QA checks with ok/warn/fail + why: plausible scale, poly budget, normals/UVs, rig skinned, strict T-pose arms, five-finger bones, feet on ground. Also returns a multi-angle render sheet (front/right/back/left by default) so you can look at the asset. Fix warns/fails (regenerate, rest_pose, retarget…) then inspect again.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"angles": {
"description": "yaw angles in degrees (default [0,90,180,270])",
"items": {
"type": "number"
},
"maxItems": 6,
"type": "array"
},
"id": {
"description": "Library id (lib_…) of a GLB",
"type": "string"
},
"sheet": {
"description": "include the multi-angle PNG (default true)",
"type": "boolean"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_inspect",
"outputSchema": null
},
{
"description": "Generate input.joystick source files and installation instructions: touch + mouse, independent dual sticks, radial deadzone, continuous holding and release/focus reset. Unreal runtime Pawn component, Godot CanvasLayer scene, Unity UI component, Three.js DOM controls + GripForge input.actions bridge. Feeds the existing movement controller rather than replacing physics, collision or networking. Returns files with relative path/content; the agent writes them into the target project and compiles/tests there. Does not install automatically, modify project settings or claim runtime validation. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"accent": {
"default": "#ff681f",
"description": "Thumb color, six-digit hexadecimal RGB.",
"pattern": "^#[\\da-f]{6}$",
"type": "string"
},
"deadzone": {
"default": 0.15,
"description": "Radial deadzone, continuously rescaled to a unit disc.",
"maximum": 0.5,
"minimum": 0,
"type": "number"
},
"layout": {
"default": "dual",
"description": "One movement stick, or independent movement + camera sticks.",
"enum": [
"move",
"dual"
],
"type": "string"
},
"radius": {
"default": 72,
"description": "Stick radius in CSS/UI logical pixels, before engine DPI scaling.",
"maximum": 160,
"minimum": 32,
"type": "number"
},
"target": {
"description": "Engine delivery. all returns each of the four source kits.",
"enum": [
"threejs",
"godot",
"unity",
"unreal",
"all"
],
"type": "string"
}
},
"required": [
"target"
],
"type": "object"
},
"name": "gripforge_joystick_kit",
"outputSchema": null
},
{
"description": "A game kit IS an engine: its manifest carries asset slots AND GameRules — the genre as a document (movement, camera, world, objective, entities, pickups, ai, hud, audio). action=list → kits of the workspace. action=get {id} → manifest + rules (lib_… id). action=create {style?, name?, rules?, slots?} → new kit, rules default to the style then merge yours. action=patch {id, rules?, slots?, prompts?, name?} → partial update; rules merge section by section, a section set to null resets it. Slot refs inside rules must point at slot ids of the kit (unknown refs are dropped, the renderer falls back to procedural). Compose a NEW genre by writing rules: e.g. movement vehicle-boost + world arena-ring + objective knockout = sumo cars, no code.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"description": "what to do",
"enum": [
"list",
"get",
"create",
"patch"
],
"type": "string"
},
"id": {
"description": "kit id (lib_…) — get/patch",
"maxLength": 80,
"type": "string"
},
"name": {
"maxLength": 160,
"type": "string"
},
"prompts": {
"additionalProperties": {
"maxLength": 4000,
"type": "string"
},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"rules": {
"anyOf": [
{
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
{
"type": "null"
}
],
"description": "GameRules document or partial patch"
},
"slots": {
"description": "slot assignments",
"items": {
"properties": {
"id": {
"maxLength": 40,
"type": "string"
},
"itemId": {
"anyOf": [
{
"maxLength": 64,
"type": "string"
},
{
"type": "null"
}
]
}
},
"required": [
"id",
"itemId"
],
"type": "object"
},
"type": "array"
},
"style": {
"description": "create: preset style (arena-car, mario-kart, custom…)",
"maxLength": 64,
"type": "string"
}
},
"required": [
"action"
],
"type": "object"
},
"name": "gripforge_kit",
"outputSchema": null
},
{
"description": "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 (player/packs/boss/rewards). Same seed → same level. Pair with gripforge_scene_kit for dressing props.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"combat_rooms": {
"type": "number"
},
"floors": {
"type": "number"
},
"optional_branches": {
"type": "number"
},
"prompt": {
"description": "e.g. \"gothic castle dungeon, 3 combat rooms, one boss\"",
"type": "string"
},
"seed": {
"type": "number"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_level",
"outputSchema": null
},
{
"description": "Get one Library item (metadata + signed file_url). VFX items also return studio_url to open the editable effect in GripForge, and workspace_id. Pull bytes into a repo with the npm package.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Library id (lib_…)",
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_library_get",
"outputSchema": null
},
{
"description": "List items in the GripForge Library locker (characters, enemies, weapons, props, textures, HUD, binds, vfx). Filter by kind and/or game style id (devil-may-cry, genshin…). Every item carries `rank` {score/100, grade A–D, reasons}: fitness for a GripForge game on the target platform. sort=rank lists the best fit first — use it to choose between candidates. Same origin as Studio — not a marketplace.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"kind": {
"description": "Filter by kind",
"enum": [
"character",
"fps-arms",
"enemy",
"weapon",
"equipment",
"prop",
"texture",
"skybox",
"loading",
"hud",
"button",
"bind",
"vfx",
"animation",
"audio"
],
"type": "string"
},
"q": {
"description": "Search name/filename/description/tags",
"type": "string"
},
"sort": {
"description": "newest (default) or rank: best fit for a GripForge game first",
"enum": [
"newest",
"rank"
],
"type": "string"
},
"style": {
"description": "Game look id or alias (devil-may-cry, dmc, genshin)",
"type": "string"
},
"target": {
"description": "Platform for the rank budgets (triangles, file size). Defaults to mobile.",
"enum": [
"mobile",
"desktop"
],
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_library_list",
"outputSchema": null
},
{
"description": "Derive a lighter version of a static model (prop, weapon, equipment, vehicle) for a target: decimated to `triangles`, textures bounded to `texture` px, saved as a NEW Library item linked to its master (meta.lod_of). The master is never changed — generate high once, derive mobile/desktop versions. Wheel pivots and nodes are kept. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Library id of the master model (lib_…)",
"type": "string"
},
"name": {
"maxLength": 160,
"type": "string"
},
"texture": {
"anyOf": [
{
"const": 512,
"type": "number"
},
{
"const": 1024,
"type": "number"
},
{
"const": 2048,
"type": "number"
},
{
"const": 4096,
"type": "number"
}
],
"description": "Max texture size in px (default 2048)"
},
"triangles": {
"description": "Target triangles, e.g. 12000 for a mobile car, 40000 desktop",
"maximum": 200000,
"minimum": 500,
"type": "integer"
}
},
"required": [
"id",
"triangles"
],
"type": "object"
},
"name": "gripforge_library_optimize",
"outputSchema": null
},
{
"description": "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 (that is the sync). Community assets are free to clone into your locker unless their creator sets a price in credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Library id (lib_…)",
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_library_pull",
"outputSchema": null
},
{
"description": "Upload a file into the Library locker from a URL (or small base64). Local paths need the npm MCP package.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"base64": {
"description": "Raw file as base64 (small files only)",
"type": "string"
},
"file_url": {
"description": "https URL of the file to store",
"type": "string"
},
"filename": {
"description": "Original filename",
"type": "string"
},
"kind": {
"description": "Locker kind",
"enum": [
"character",
"fps-arms",
"enemy",
"weapon",
"equipment",
"prop",
"texture",
"skybox",
"loading",
"hud",
"button",
"bind",
"vfx",
"animation",
"audio"
],
"type": "string"
},
"name": {
"description": "Display name",
"type": "string"
}
},
"required": [
"kind",
"name"
],
"type": "object"
},
"name": "gripforge_library_push",
"outputSchema": null
},
{
"description": "Add a game look (devil-may-cry, genshin…) to tags so gripforge_style_kit can find the item. Does NOT overwrite grip style melee/gun/shield/staff — that stays on meta.style.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Library id (lib_…)",
"type": "string"
},
"style": {
"description": "Game look id or alias (devil-may-cry, dmc, genshin)",
"type": "string"
},
"tags": {
"description": "Replace tags (canonicalized). Omit to keep existing and just add style.",
"items": {
"type": "string"
},
"type": "array"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_library_tag",
"outputSchema": null
},
{
"description": "Moon / sun / candle point lights + fog + environment intensity for a game look, plus a Three.js snippet. 0 credits. Does not generate meshes. Pair with scene_kit placements (candle tags match candelabra xyz).",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"devil may cry like\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_light_kit",
"outputSchema": null
},
{
"description": "Loading overlay for a game look. Returns html/css/js (Three/web) plus engines.three | godot | unity | unreal. Title is text — do not rasterize. Overlay alone is 0 credits. Pass character_id (lib_… character/enemy/bind) to generate a cinematic 16:9 background still of that character (1 credit). No letters in the still.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"character_id": {
"description": "Library character / enemy / loadout bind id — generates background still (1 credit)",
"type": "string"
},
"prompt": {
"description": "e.g. \"devil may cry like\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_loading_page",
"outputSchema": null
},
{
"description": "Build a multi-weapon character in ONE call: attaches every prop of every set onto the same rig, names each prop node gf_prop_<slug>_<l|r>, stamps glTF extras { gripforge: { prop, set, hand } } and a scene manifest { default, sets }, then retargets the standard clip pack (animate: false to skip). The engine switches weapons by toggling node visibility — the returned Three.js snippet does it. Example sets: { \"sword\": [{\"prop_id\":\"lib_sword\"}], \"guns\": [{\"prop_id\":\"lib_gun\",\"hand\":\"left\",\"style\":\"gun\"}, {\"prop_id\":\"lib_gun\",\"hand\":\"right\",\"style\":\"gun\"}] }. Credits: one attach per prop.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"animate": {
"description": "Also retarget the standard clip pack (default true)",
"type": "boolean"
},
"archetype": {
"description": "Movement/strike archetype — remaps the base slots (default sword)",
"enum": [
"sword",
"claws",
"heavy",
"brawler",
"puppet"
],
"type": "string"
},
"character_id": {
"description": "Library character id (lib_…)",
"type": "string"
},
"default": {
"description": "Set visible by default (first set otherwise)",
"type": "string"
},
"name": {
"type": "string"
},
"sets": {
"additionalProperties": {
"items": {
"properties": {
"hand": {
"enum": [
"left",
"right"
],
"type": "string"
},
"prop_id": {
"type": "string"
},
"style": {
"enum": [
"melee",
"gun",
"shield",
"staff"
],
"type": "string"
}
},
"required": [
"prop_id"
],
"type": "object"
},
"type": "array"
},
"description": "set name → props held in that set",
"propertyNames": {
"type": "string"
},
"type": "object"
}
},
"required": [
"character_id",
"sets"
],
"type": "object"
},
"name": "gripforge_loadout",
"outputSchema": null
},
{
"description": "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) or texture_id (Library id, lib_…). Optional size forces a power of two (512/1024/2048), resampled before the seam fix. The result is saved in your Library as a texture and its download URL is returned. No credit consumed.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"band": {
"description": "Blend band as a fraction of the side (default 0.08)",
"maximum": 0.25,
"minimum": 0.02,
"type": "number"
},
"image_url": {
"description": "https URL of the image (PNG/JPG)",
"type": "string"
},
"name": {
"description": "Name for the Library item (default <source>_seamless)",
"type": "string"
},
"size": {
"description": "Force a power-of-two side: 512, 1024, 2048…",
"type": "number"
},
"texture_id": {
"description": "Library id of a texture (lib_…)",
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_make_seamless",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": false,
"properties": {
"file_url": {
"description": "Download URL of the seamless PNG",
"type": "string"
},
"height": {
"type": "number"
},
"library_id": {
"description": "Library id of the seamless texture",
"type": "string"
},
"width": {
"type": "number"
}
},
"type": "object"
}
},
{
"description": "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. Reuse the traced plan with gripforge_map_plan { item } or https://gripforge.ai/map-plan?item=lib_…&greybox=1. Use when the layout should come from an image instead of the code presets. ~2 images of generation cost.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"extent_m": {
"description": "Playfield size in metres (default 110)",
"maximum": 300,
"minimum": 40,
"type": "number"
},
"prompt": {
"description": "e.g. \"moroccan desert village bomb map, tight alleys, two plazas\"",
"maxLength": 400,
"minLength": 3,
"type": "string"
},
"threshold": {
"description": "Wall luminance threshold (default 110)",
"maximum": 240,
"minimum": 30,
"type": "number"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_map_concept",
"outputSchema": null
},
{
"description": "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 pinned master; they are illustrations, not exact 3D renders. reference is an environment screenshot for a NEW layout. To add views to an existing concept, pass source_concept instead; the master is kept unchanged and is free. One credit per new image (full new 4-view set = 4); default is overview only. Poll generation_read with include_preview=true to see the views. After the user selects the concept, submit stage=build with the returned concept and a new idempotency key. Build costs 1 credit and is the default for existing callers; legacy concept_item accepts a Library image ID, while concept pins its exact version. wizard: look stylized|painted|toon|anime|realistic|lowpoly|pixel (rendering, separate from style; omit for the theme default); style realistic|stylized|lowpoly|handpainted (legacy wording); world open_world|closed_arena|dungeon|linear|battle_map; terrain auto|plains|desert_canyon|forest|snow|island|volcanic; size small|medium|large; boundary fixed|infinite (open edge, finite terrain); spawn single|teams; teams 2|4; boss,safeZone,extraction booleans. sources selects catalog/workspace/community props. Build uses the common Scene Engine with independent terrain, regions, paths, zones and asset instances. Cancel/retry keeps successful images and billing. No automatic visual validation, promotion or Unreal import.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"concept": {
"description": "Exact chosen concept revision for stage=build. Mutually exclusive with concept_item.",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"concept_item": {
"description": "Legacy Library concept image ID. Prefer an immutable concept reference.",
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"prompt": {
"maxLength": 4000,
"minLength": 3,
"type": "string"
},
"reference": {
"description": "Pinned source-environment screenshot for stage=concept only. Upload to Library and pin first.",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"seed": {
"maximum": 2147483647,
"minimum": -2147483647,
"type": "integer"
},
"source_concept": {
"description": "Existing immutable master to add views to, stage=concept only. Mutually exclusive with reference; never regenerate this master.",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"sources": {
"items": {
"enum": [
"catalog",
"workspace",
"community"
],
"type": "string"
},
"maxItems": 3,
"minItems": 1,
"type": "array"
},
"stage": {
"enum": [
"concept",
"build"
],
"type": "string"
},
"structure": {
"additionalProperties": {},
"description": "Optional explicit gripforge.map-structures.v1 plan for stage=build: terraces with polygon/elevation and separate ramp/bridge connections. Read gripforge_map_schema for the contract. Preserves canyon voids; validates bridge clearance, endpoints and slopes. Uses durable per-piece assets and the common SceneDocument. Dimensions must match wizard.dimensions. Solo maps only; result is a structural work version requiring visual review.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"views": {
"description": "Unique requested views, stage=concept only. The master overview is always included; omitting views keeps overview only.",
"items": {
"enum": [
"overview",
"top_down",
"entrance",
"objective"
],
"type": "string"
},
"maxItems": 4,
"minItems": 1,
"type": "array"
},
"wizard": {
"additionalProperties": {},
"properties": {
"boss": {
"type": "boolean"
},
"boundary": {
"enum": [
"fixed",
"infinite"
],
"type": "string"
},
"dimensions": {
"description": "Explicit ground footprint in metres. Overrides size presets and world multipliers. Example: {width:500,depth:500}. Four-team maps require a square.",
"properties": {
"depth": {
"maximum": 5000,
"minimum": 100,
"type": "number"
},
"width": {
"maximum": 5000,
"minimum": 100,
"type": "number"
}
},
"required": [
"width",
"depth"
],
"type": "object"
},
"extraction": {
"type": "boolean"
},
"look": {
"description": "Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default. Map: the theme gives the biome, the look the materials (LevelSpec.look).",
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string"
},
"safeZone": {
"type": "boolean"
},
"size": {
"enum": [
"small",
"medium",
"large"
],
"type": "string"
},
"spawn": {
"enum": [
"single",
"teams"
],
"type": "string"
},
"style": {
"description": "Legacy wording kept in the intent; it does not change the rendering. Use look.",
"enum": [
"realistic",
"stylized",
"lowpoly",
"handpainted"
],
"type": "string"
},
"teams": {
"anyOf": [
{
"const": 2,
"type": "number"
},
{
"const": 4,
"type": "number"
}
]
},
"terrain": {
"enum": [
"auto",
"plains",
"desert_canyon",
"forest",
"snow",
"island",
"volcanic"
],
"type": "string"
},
"world": {
"enum": [
"open_world",
"closed_arena",
"dungeon",
"linear",
"battle_map"
],
"type": "string"
}
},
"type": "object"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"prompt",
"wizard"
],
"type": "object"
},
"name": "gripforge_map_generate",
"outputSchema": null
},
{
"description": "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 jobs return a canonical Studio link; source edits during migration cause a conflict rather than data loss.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_map_import",
"outputSchema": null
},
{
"description": "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 SceneDocument with workspace-owned immutable assets, separate props, static foliage patches and editable terrain. source={engine:unreal,level:/Game/...,sha256,warnings:[]}. Returns job_id; poll generation_read for studio_url. Always a NEW private work scene; no overwrite, automatic validation or Community publication. 0 credits; storage quota applies.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"document": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"schema": {
"const": "gripforge.unreal-studio-import.v1",
"type": "string"
},
"source": {
"properties": {
"engine": {
"const": "unreal",
"type": "string"
},
"level": {
"pattern": "^\\/Game(?:\\/[\\w-]+)+$",
"type": "string"
},
"sha256": {
"pattern": "^[a-f0-9]{64}$",
"type": "string"
},
"warnings": {
"items": {
"maxLength": 2000,
"type": "string"
},
"maxItems": 100,
"type": "array"
}
},
"required": [
"engine",
"level",
"sha256",
"warnings"
],
"type": "object"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"schema",
"document",
"source"
],
"type": "object"
},
"name": "gripforge_map_import_unreal",
"outputSchema": null
},
{
"description": "Read the native export → binary upload → persistent map import workflow, limits and explicit conversion caveats. Native extraction requires the local MCP and an installed Unreal editor. Hosted MCP/API consume the resulting portable SceneDocument; they cannot read your local .umap/.uasset files.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_map_import_unreal_schema",
"outputSchema": null
},
{
"description": "Reproduce a Dust II still WITHOUT copying pixels. Returns camera (pos/target/fov) + volume/prop/wire ids for that shot. shot=shot21a (A site), shot1a (T yard), shot5a (cat). Official URL is a LINK only — never rehost, never Meshy image-to-3d. Pair with gripforge_map_plan + map_props + map_wires. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"dust2\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
},
"shot": {
"description": "shot21a | a-site | shot1a | catwalk | URL fragment",
"maxLength": 80,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_map_look",
"outputSchema": null
},
{
"description": "FPS/bomb map in metres. Interprets the overhead as a 3D compound: hollow rooms, corniche/catwalk, A plat + pit, arches/windows, vaulted tunnels, T/CT, sidewalks. Preview: https://gripforge.ai/map-plan?prompt=dust2. Pair gripforge_map_props (crates/cars) + gripforge_map_wires (cables). 0 credits. Not a dungeon — use gripforge_level.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"item": {
"description": "lib_… traced plan from gripforge_map_concept (overrides the preset)",
"type": "string"
},
"prompt": {
"description": "e.g. \"counter-strike dust2 bomb defusal\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
},
"window_density": {
"description": "Share of boundary segments that get a window (default 0.25)",
"maximum": 1,
"minimum": 0,
"type": "number"
},
"windows": {
"description": "Boundary windows: volets entrouverts (default), grilles bois, ou aucune",
"enum": [
"shuttered",
"barred",
"none"
],
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_map_plan",
"outputSchema": null
},
{
"description": "Dressing for an FPS map in metres: crates (xbox, A default, goose, B big box), doors (mid, long, B), palms at T spawn, barrels, cars. Matches locker props when tagged. Empty slot → generate that prop. Pair with gripforge_map_plan. 0 credits. Preview https://gripforge.ai/map-plan?prompt=dust2",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"counter-strike dust2\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_map_props",
"outputSchema": null
},
{
"description": "Reconstruct an FPS map: collect official stills (HTTPS LINKS, classified by folder) → MapGraph (callouts/chokes) → footprint greybox (no props) → zone parts → camera match → dress. prompt e.g. \"Reconstruct map: Counter-Strike 2 Dust II\". stage=collect|graph|greybox|zone|validate|capture|dress|all. zone=LONG_A|A_SITE|…. stage=dress keeps greybox volumes and adds original tileable materials + map_props + map_wires (never Valve pixels). Preview /map-plan?prompt=dust2. Dust II is Valve IP — internal greybox benchmark, not a commercial clone. Never Meshy a screenshot, never ingest BSP/VPK. 0 credits. Greybox preview https://gripforge.ai/map-plan?prompt=dust2&greybox=1",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"Reconstruct map: Counter-Strike 2 Dust II\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
},
"stage": {
"description": "collect | graph | greybox | zone | validate | capture | dress | all (default all)",
"enum": [
"collect",
"graph",
"greybox",
"zone",
"validate",
"capture",
"dress",
"all"
],
"type": "string"
},
"zone": {
"description": "LONG_A | A_SITE | CATWALK | T_SPAWN | …",
"maxLength": 40,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_map_reconstruct",
"outputSchema": null
},
{
"description": "Look up official in-game stills for a map (Dust II: A, B, mid, cat, tunnels, T yard). Returns HTTPS URLs (Valve CDN). Reference only — do not rehost, do not send to Meshy image-to-3d. Read materials then generate ORIGINAL locker props. live=true HEAD-checks links. 0 credits. Preview https://gripforge.ai/map-plan?prompt=dust2",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"live": {
"description": "HEAD-check URLs (default false)",
"type": "boolean"
},
"prompt": {
"description": "e.g. \"dust2\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_map_refs",
"outputSchema": null
},
{
"description": "Read the concept-first map workflow, immutable image reference format, costs and an example. Concepts, map work scenes and external engine delivery are separate steps.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_map_schema",
"outputSchema": null
},
{
"description": "Sagging electrical cables for an FPS map: spans with two anchors (metres) + sag + strands. Not a generated mesh — GfMap tessellates cylinders (role=wire). Dust II: T yard, cat (shot5a), mid, A. Pair with gripforge_map_plan. 0 credits. Preview https://gripforge.ai/map-plan?prompt=dust2",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"counter-strike dust2\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_map_wires",
"outputSchema": null
},
{
"description": "Records match.started. Does not spawn a new process. Mutating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"map": {
"maxLength": 120,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_match_create",
"outputSchema": null
},
{
"description": "Read one match record.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"match_id": {
"description": "Match id (mtc_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"match_id"
],
"type": "object"
},
"name": "gripforge_match_get",
"outputSchema": null
},
{
"description": "Party size, teams, maps, ranked flag, join-by-IP. Write res://gripforge/match.json and autoload GfMatch on top of GfNet. GripForge does not host a matchmaking queue. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. counter-strike, deathmatch, ranked 5v5",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_match_kit",
"outputSchema": null
},
{
"description": "Matches recorded for a server (SDK or API).",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_match_list",
"outputSchema": null
},
{
"description": "Marks the match ended. Mutating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"match_id": {
"description": "Match id (mtc_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"match_id"
],
"type": "object"
},
"name": "gripforge_match_stop",
"outputSchema": null
},
{
"description": "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.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. counter-strike, minimal",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_menu_kit",
"outputSchema": null
},
{
"description": "The map of a moba project as a gameplay plan: bounds, team bases and spawns, 1 to 5 lanes (the minions' paths), structure slots (towers, inhibitors, nexus), jungle zones and camp slots, objective zones, the divider (river: walkable; chasm, lava, void: crossed only at bridges), crossings, bush zones, walls, camera limits and symmetry. action \"generate\" builds a fair map (mirrored through the centre) from lanes, divider, size, team_size, camps_per_jungle, objectives, bushes, walls and returns it with a playability report; apply: true puts it in the project (moba_maps, the match's map and team size, the camera turn). action \"validate\" checks a map you pass, or the project's: every lane open end to end, spawns, structures and camps reachable, nothing out of bounds, the declared symmetry respected. action \"set\" stores an edited map document (refused while it has errors, unless force). action \"get\" returns the current map and its report. New maps default to style {theme: \"sanctum\", detail: \"high\", seed: 11}. action \"dress\" previews a reusable procedural finish for the current map: terraced bases, walkable staircases, carved pillars, fountains, radial paving, planted gardens, river banks and lilies; apply: true saves only the map document, keeping its lane layout and camera configuration; relief updates the shared ground height and stair collisions. Themes: sanctum, wildwood, ashen; detail: low, medium, high; seed makes the finish repeatable. Bound Library models and textures take precedence. The scenery kit dresses walls and bushes with the bound models. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"description": "Default: get. dress previews a finish for the existing map, without rebuilding its layout; apply: true saves it.",
"enum": [
"get",
"generate",
"dress",
"validate",
"set"
],
"type": "string"
},
"apply": {
"description": "generate / dress: store the result in the project (default: preview only).",
"type": "boolean"
},
"bushes": {
"description": "generate: stealth bushes along the lanes (default true).",
"type": "boolean"
},
"camps_per_jungle": {
"description": "generate: small camps in each jungle (default 2).",
"maximum": 3,
"minimum": 0,
"type": "integer"
},
"divider": {
"description": "generate: what separates the halves (default river).",
"enum": [
"river",
"chasm",
"lava",
"void",
"none"
],
"type": "string"
},
"force": {
"description": "set: store a map that has errors.",
"type": "boolean"
},
"id": {
"description": "generate: id of the new map (lowercase, digits, _).",
"maxLength": 41,
"type": "string"
},
"lanes": {
"description": "generate: number of lanes (default 3).",
"maximum": 5,
"minimum": 1,
"type": "integer"
},
"map": {
"additionalProperties": {},
"description": "validate / set: a full map document.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"name": {
"description": "generate: display name of the map.",
"maxLength": 80,
"type": "string"
},
"objectives": {
"description": "generate: epic objectives on the divider.",
"maximum": 4,
"minimum": 0,
"type": "integer"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"size": {
"description": "generate: side of the square map in metres.",
"maximum": 400,
"minimum": 100,
"type": "number"
},
"style": {
"additionalProperties": false,
"description": "generate / dress: art direction stored with the map. Paved lanes, inset seals, bevelled stone borders, banks, plants, lilies and entrance lights. Bound Library models and textures take precedence.",
"properties": {
"detail": {
"description": "Procedural decoration budget, default high. Navigation is identical at all levels.",
"enum": [
"low",
"medium",
"high"
],
"type": "string"
},
"relief": {
"description": "Default terraced: elevated base gardens and broad staircases, shared physics and unit heights. flat keeps a level map.",
"enum": [
"terraced",
"flat"
],
"type": "string"
},
"seed": {
"description": "Repeatable finish, default 11.",
"maximum": 2147483646,
"minimum": 0,
"type": "integer"
},
"theme": {
"description": "sanctum: pale carved stone, gold, contrasting groves and lilies; wildwood: mossy forest; ashen: weathered volcanic stone. Default: sanctum.",
"enum": [
"sanctum",
"wildwood",
"ashen"
],
"type": "string"
}
},
"type": "object"
},
"team_size": {
"description": "generate: heroes per team (default 3 for one lane, 5 otherwise).",
"maximum": 5,
"minimum": 1,
"type": "integer"
},
"walls": {
"description": "generate: rock walls behind the camps (default true).",
"type": "boolean"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id"
],
"type": "object"
},
"name": "gripforge_moba_map",
"outputSchema": null
},
{
"description": "Turn champions into the playable roster of a moba project (preset \"moba\"). Pass the Library ids of 1 to 10 champions that carry an ability pack (the items made by gripforge_abilities_generate: rigged model + basic_attack and ability_q…r clips). Writes the moba_heroes and abilities collections (ids <hero>__ability_q), binds each champion to moba_hero_<n> and the player's champion (player, else the first) to player_character. Bots play the other champions. Returns the heroes with their attack and Q/W/E/R. Then gripforge_game_play_url to play. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"heroes": {
"description": "Library ids (lib_…) of champions with an ability pack, in roster order.",
"items": {
"type": "string"
},
"maxItems": 10,
"minItems": 1,
"type": "array"
},
"player": {
"description": "The champion the player controls (one of heroes); default the first.",
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id",
"heroes"
],
"type": "object"
},
"name": "gripforge_moba_roster",
"outputSchema": null
},
{
"description": "Custom animations generated from text with NVIDIA Kimodo on GripForge's GPU, retargeted onto a rigged Library character (or the UAL mannequin): spell casts, signature attacks, emotes, anything the standard clip pack (gripforge_animate) lacks. Kit mode turns a MOBA hero concept's basic attack and Q/W/E/R into clips in one call. Call stage=plan first (free) and show the prompts and price (1 credit per clip); stage=build queues a durable job — poll gripforge_generation_read with job_id (a cold GPU takes a few minutes). The result is a kind=animation Library item, one clip per prompt.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"character_id": {
"description": "Rigged Library character or enemy to retarget onto. Default: the UAL mannequin (any humanoid can reuse the clips later).",
"type": "string"
},
"hero_concept_id": {
"description": "Kit mode: a hero concept with an ability kit (gripforge_game_concepts with hero_kits). Its basic attack and Q/W/E/R casts become one clip each, from the kit's \"animation\" lines.",
"type": "string"
},
"idempotency_key": {
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"name": {
"maxLength": 120,
"minLength": 2,
"type": "string"
},
"prompts": {
"description": "Free clips, 1 to 12. Give either prompts or hero_concept_id.",
"items": {
"additionalProperties": false,
"properties": {
"duration": {
"description": "Seconds, default 3",
"maximum": 10,
"minimum": 1,
"type": "number"
},
"id": {
"description": "Clip name, snake_case (e.g. \"slash_combo\")",
"pattern": "^[a-z0-9_]{1,40}$",
"type": "string"
},
"text": {
"description": "The body movement in one or two sentences, e.g. \"A warrior swings a heavy sword overhead, then spins and slashes horizontally.\"",
"maxLength": 400,
"minLength": 8,
"type": "string"
}
},
"required": [
"id",
"text"
],
"type": "object"
},
"maxItems": 12,
"minItems": 1,
"type": "array"
},
"stage": {
"description": "plan (default, free): the clips that would be made and their price. build: queue the GPU job.",
"enum": [
"plan",
"build"
],
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_motion_generate",
"outputSchema": null
},
{
"description": "Walkable XZ AABB + circular holes (pillars) for a scene_kit room. JSON the engine clamps against — not a baked .navmesh. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"devil may cry like\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_navmesh",
"outputSchema": null
},
{
"description": "GfNet autoload host/join/spawn with server-side hit validation, gf_round.gd for the round + bomb, MultiplayerSpawner/Synchronizer wiring. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. counter-strike, deathmatch, fps",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_net_kit",
"outputSchema": null
},
{
"description": "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 network snapshots; returns evidence, recommendations and explicit measurement limits. Captures expire after 10 minutes or server restart. Explicit reports are not stored. Does not edit, deploy or automatically fix a game. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"kit_id": {
"description": "Optional kit/library id to select a recent capture; omitted selects latest in your workspace.",
"maxLength": 128,
"minLength": 1,
"pattern": "^[A-Za-z0-9_.:-]+$",
"type": "string"
},
"report": {
"description": "Optional measured report with 1–120 sample windows. Omit to read a recent workspace capture.",
"properties": {
"game": {
"maxLength": 80,
"type": "string"
},
"samples": {
"items": {
"properties": {
"cpuMs": {
"maximum": 60000,
"minimum": 0,
"type": "number"
},
"drawCalls": {
"maximum": 1000000,
"minimum": 0,
"type": "integer"
},
"fps": {
"maximum": 1000,
"minimum": 0,
"type": "number"
},
"frameMs": {
"maximum": 60000,
"minimum": 0,
"type": "number"
},
"gpuMs": {
"anyOf": [
{
"maximum": 60000,
"minimum": 0,
"type": "number"
},
{
"type": "null"
}
]
},
"level": {
"maximum": 10,
"minimum": 0,
"type": "integer"
},
"networkMs": {
"anyOf": [
{
"maximum": 60000,
"minimum": 0,
"type": "number"
},
{
"type": "null"
}
]
},
"p95Ms": {
"maximum": 60000,
"minimum": 0,
"type": "number"
},
"pixelRatio": {
"maximum": 8,
"minimum": 0.01,
"type": "number"
},
"quality": {
"enum": [
"auto",
"high",
"performance"
],
"type": "string"
},
"snapshotAgeMs": {
"maximum": 60000,
"minimum": 0,
"type": "number"
},
"submitMs": {
"maximum": 60000,
"minimum": 0,
"type": "number"
},
"triangles": {
"maximum": 1000000000,
"minimum": 0,
"type": "integer"
}
},
"type": "object"
},
"maxItems": 120,
"minItems": 1,
"type": "array"
},
"version": {
"maxLength": 80,
"type": "string"
},
"viewport": {
"properties": {
"height": {
"maximum": 32768,
"minimum": 1,
"type": "integer"
},
"width": {
"maximum": 32768,
"minimum": 1,
"type": "integer"
}
},
"required": [
"width",
"height"
],
"type": "object"
}
},
"required": [
"samples"
],
"type": "object"
}
},
"type": "object"
},
"name": "gripforge_performance",
"outputSchema": null
},
{
"description": "HIGH IMPACT. Requires the Unity SDK. Currently returns 501. Owner only.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"player_id": {
"description": "Player session id (ses_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"player_id"
],
"type": "object"
},
"name": "gripforge_player_ban",
"outputSchema": null
},
{
"description": "Read one player session on a server.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"player_id": {
"description": "Player session id (ses_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"player_id"
],
"type": "object"
},
"name": "gripforge_player_get",
"outputSchema": null
},
{
"description": "Requires the Unity SDK. Currently returns 501. Mutating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"player_id": {
"description": "Player session id (ses_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"player_id"
],
"type": "object"
},
"name": "gripforge_player_kick",
"outputSchema": null
},
{
"description": "Sessions reported by the Unity SDK. Empty until the SDK calls player.joined.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_players_list",
"outputSchema": null
},
{
"description": "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 PBR; normalizes +Z forward/metres using yaw and length; adds hinge origins, seat/entry sockets and portable GLB open/close/preview clips. Optional hinge coordinates are in normalized vehicle metres. thickness adds an inward door shell, not a full cabin. Optional cuts provide strictly convex door outlines [forwardZ,heightY] and depth [near,far] measured from the centre on that side, in normalized metres. cuts[].meshes restricts each cut to exact exterior/glazing meshes so seats and dashboard cannot be cut. removeMeshes discards explicitly named obsolete trim in the work copy only. Optional clearanceDepthM clears scoped inner walls behind the door skin; trim adds measured body frames, seals and moulded cards below cardTopY. framePoints follows outline in normalized [x,y,z]. Optional trim.fitToSurface projects frames, seals and the inner card onto only the explicitly selected opaque door skin, preserving the supplied outline. attachments adds scoped [min,max] [x,y,z] volumes for mirrors extending beyond the door profile. Blender cuts those explicit profiles while interpolating UVs. Does not infer outlines or guarantee clearance. Returns job_id, new private work GLB, Blender source and animated Studio review link. 0 credits; storage applies. Inspect before replacement.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"cuts": {
"items": {
"properties": {
"attachments": {
"items": {
"properties": {
"bounds": {
"prefixItems": [
{
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
{
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
}
],
"type": "array"
},
"meshes": {
"items": {
"maxLength": 160,
"minLength": 1,
"type": "string"
},
"maxItems": 128,
"minItems": 1,
"type": "array"
}
},
"required": [
"bounds",
"meshes"
],
"type": "object"
},
"maxItems": 4,
"type": "array"
},
"clearanceDepthM": {
"maximum": 3,
"minimum": 0,
"type": "number"
},
"depth": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"meshes": {
"items": {
"maxLength": 160,
"minLength": 1,
"type": "string"
},
"maxItems": 128,
"minItems": 1,
"type": "array"
},
"outline": {
"items": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"maxItems": 12,
"minItems": 3,
"type": "array"
},
"role": {
"enum": [
"Door_FL",
"Door_FR",
"Door_RL",
"Door_RR"
],
"type": "string"
},
"trim": {
"properties": {
"cardColor": {
"prefixItems": [
{
"maximum": 1,
"minimum": 0,
"type": "number"
},
{
"maximum": 1,
"minimum": 0,
"type": "number"
},
{
"maximum": 1,
"minimum": 0,
"type": "number"
}
],
"type": "array"
},
"cardInsetM": {
"maximum": 0.12,
"minimum": 0.01,
"type": "number"
},
"cardTopY": {
"type": "number"
},
"fitToSurface": {
"type": "boolean"
},
"framePoints": {
"items": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"maxItems": 12,
"minItems": 3,
"type": "array"
},
"frameRadiusM": {
"maximum": 0.04,
"minimum": 0.003,
"type": "number"
},
"sealRadiusM": {
"maximum": 0.02,
"minimum": 0.002,
"type": "number"
}
},
"required": [
"framePoints"
],
"type": "object"
}
},
"required": [
"role",
"outline",
"depth"
],
"type": "object"
},
"maxItems": 4,
"type": "array"
},
"hinges": {
"additionalProperties": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"length": {
"maximum": 7,
"minimum": 2.8,
"type": "number"
},
"openAngle": {
"maximum": 85,
"minimum": 20,
"type": "number"
},
"parts": {
"additionalProperties": {
"items": {
"maxLength": 160,
"minLength": 1,
"type": "string"
},
"maxItems": 64,
"minItems": 1,
"type": "array"
},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"removeMeshes": {
"items": {
"maxLength": 160,
"minLength": 1,
"type": "string"
},
"maxItems": 128,
"type": "array"
},
"source": {
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"thickness": {
"maximum": 0.04,
"minimum": 0,
"type": "number"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
},
"yaw": {
"maximum": 180,
"minimum": -180,
"type": "number"
}
},
"required": [
"source"
],
"type": "object"
},
"name": "gripforge_prepare_vehicle",
"outputSchema": null
},
{
"description": "Read a dedicated-server project (gpj_…) in the authenticated workspace. Not a Library asset.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game project id (gpj_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_project_get",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Create an editable 3D projectile: ignition, elemental volume, world-space trail, embers, contact flash, oriented ring and soot. 20 named variants: darts, short bolts, orbs, wisps, carrot rocket, spinning disc, spears, comets, coils and lightning. config.variant selects the geometry, trail and impact; style/color optionally override its palette. Omit variant to retain the original elemental recipe. To save several catalogue entries, pass variants=[IDs] without config/name: one persistent job renders/reviews each item sequentially, preserves completed items on retry and returns result.items. Publication remains explicit. Uses the shared trail and Scene Engine modules. save=true (default) queues persistent rendering/review/workspace save; poll gripforge_generation_read for Library ID and Studio link. save=false returns an unsaved recipe. Bind the resulting VFX to combat.projectiles/projectile_vfx using the Game Kit tools; gameplay speed/gravity/damage stay in the module. Web/Three.js only in v1. Does not install a kit or modify a game automatically. Recipe compilation needs no AI; saved previews use the existing review pipeline. No automatic visual validation.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"config": {
"additionalProperties": false,
"properties": {
"accent": {
"pattern": "^#[a-f\\d]{6}$",
"type": "string"
},
"color": {
"pattern": "^#[a-f\\d]{6}$",
"type": "string"
},
"impactDuration": {
"maximum": 2,
"minimum": 0.15,
"type": "number"
},
"quality": {
"enum": [
"low",
"high"
],
"type": "string"
},
"radius": {
"maximum": 1,
"minimum": 0.04,
"type": "number"
},
"seed": {
"maximum": 65535,
"minimum": 0,
"type": "integer"
},
"style": {
"enum": [
"fire",
"ice",
"arcane",
"poison"
],
"type": "string"
},
"trailLifetime": {
"maximum": 1,
"minimum": 0.06,
"type": "number"
},
"variant": {
"enum": [
"elemental",
"arcane-dart",
"ember-dart",
"venom-dart",
"crimson-bullet",
"frost-bullet",
"frost-orb",
"arcane-orb",
"solar-wisp",
"frost-wisp",
"carrot-shot",
"arcane-disc",
"ice-spear",
"venom-spear",
"venom-orb",
"void-comet",
"solar-comet",
"flame-coil",
"frost-coil",
"storm-bolt",
"solar-bolt"
],
"type": "string"
},
"version": {
"const": 1,
"type": "number"
}
},
"type": "object"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"name": {
"maxLength": 80,
"minLength": 1,
"type": "string"
},
"save": {
"type": "boolean"
},
"variants": {
"items": {
"maxLength": 40,
"minLength": 1,
"type": "string"
},
"maxItems": 20,
"minItems": 1,
"type": "array"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_projectile_create",
"outputSchema": null
},
{
"description": "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.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"height": {
"type": "number"
},
"id": {
"description": "Library id (lib_…)",
"type": "string"
},
"width": {
"type": "number"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_render",
"outputSchema": null
},
{
"description": "Lower the character's arms from T-pose until they would clip THIS mesh (cape/chest/hips), then save an arms-down rest GLB (clip \"idle\"). Armed binds keep attached weapons in the hands. 0 credits. Attach first, then rest_pose on the bind id.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"character_id": {
"description": "Library character, enemy, or armed bind",
"type": "string"
},
"name": {
"type": "string"
}
},
"required": [
"character_id"
],
"type": "object"
},
"name": "gripforge_rest_pose",
"outputSchema": null
},
{
"description": "Convert animation clips from skeleton A (source_id GLB) onto skeleton B (target_id). Bone-name heuristic (Mixamo / UAL / Tripo). Saves kind=animation.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"clip": {
"description": "Clip name on the source (default: first clip)",
"type": "string"
},
"name": {
"type": "string"
},
"source_id": {
"description": "Library GLB that already has clips",
"type": "string"
},
"target_id": {
"description": "Library character/enemy to drive",
"type": "string"
}
},
"required": [
"source_id",
"target_id"
],
"type": "object"
},
"name": "gripforge_retarget",
"outputSchema": null
},
{
"description": "Archive the owned Library resource bytes and metadata for use in scenes. Returns assetId/revisionId, capabilities, material/animation names and sockets. Repeating for identical content reuses the archive; it consumes workspace storage only once. Prefers the validated version for insertion; choose version=work to test the draft. Does not approve the asset visually.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"version": {
"default": "current",
"enum": [
"current",
"work"
],
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"assetId"
],
"type": "object"
},
"name": "gripforge_scene_asset_pin",
"outputSchema": null
},
{
"description": "Promote only when the exact work revision has a matching trusted review for the current renderer. Existing scene instances keep their pinned revision.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"expectedCurrent": {
"anyOf": [
{
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
{
"type": "null"
}
]
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"assetId",
"revisionId",
"expectedCurrent"
],
"type": "object"
},
"name": "gripforge_scene_asset_promote",
"outputSchema": null
},
{
"description": "Create a shared test scene and queue an independent review of real GripForge captures. Supports meshes, textures and effects. Never promotes automatically.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"name": "gripforge_scene_asset_review",
"outputSchema": null
},
{
"description": "Read immutable asset work/current pointers and the trusted review of work. Does not create a version.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"assetId"
],
"type": "object"
},
"name": "gripforge_scene_asset_versions",
"outputSchema": null
},
{
"description": "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 scene.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"document": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"document"
],
"type": "object"
},
"name": "gripforge_scene_create",
"outputSchema": null
},
{
"description": "Return locker props for a game look plus a suggested layout (metres, Y-up). Call after style_kit. Empty slots mean generate that dressing prop, tag it, retry. Does not generate meshes.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"devil may cry like\", \"genshin plaza\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_scene_kit",
"outputSchema": null
},
{
"description": "List scenes, work/validated revision pointers and links in the authenticated workspace.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_scene_list",
"outputSchema": null
},
{
"description": "Queue a scoped edit of saved scene nodes or a region. The server derives the allowed scope and preserves locks, gameplay zones, outside geometry and the last validated revision. Blender may fabricate missing assets. The result is a proposal requiring explicit application, never a silently replaced map.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"blendDistance": {
"exclusiveMinimum": 0,
"maximum": 1000,
"type": "number"
},
"expectedRevision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"nodeIds": {
"items": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"maxItems": 100,
"minItems": 1,
"type": "array"
},
"prompt": {
"maxLength": 4000,
"minLength": 3,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"expectedRevision",
"nodeIds",
"prompt"
],
"type": "object"
},
"name": "gripforge_scene_modify",
"outputSchema": null
},
{
"description": "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 terrain color up to 4096px; WebP encoding. Saves a new work revision only if expectedRevision still matches. Does not promote validated. Poll generation_read for byte savings and studio_url. 0 credits; storage quota applies. New Unreal imports do this automatically.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"expectedRevision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"expectedRevision"
],
"type": "object"
},
"name": "gripforge_scene_optimize",
"outputSchema": null
},
{
"description": "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. Replace preserves id, transform, role, materials and attachments, and rejects incompatible named slots. Locked objects cannot be changed. Scope constrains regional edits; read the schema first.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"baseRevision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"commands": {
"items": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"maxItems": 20000,
"minItems": 1,
"type": "array"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"scope": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"baseRevision",
"commands"
],
"type": "object"
},
"name": "gripforge_scene_patch",
"outputSchema": null
},
{
"description": "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 null. No client-supplied approval report is accepted.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"expectedCurrent": {
"anyOf": [
{
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
{
"type": "null"
}
]
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"revision",
"expectedCurrent"
],
"type": "object"
},
"name": "gripforge_scene_promote",
"outputSchema": null
},
{
"description": "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. Creates work, never promotes validated.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"action": {
"enum": [
"accept",
"discard"
],
"type": "string"
},
"expectedRevision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"proposal": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"proposal",
"action"
],
"type": "object"
},
"name": "gripforge_scene_proposal_apply",
"outputSchema": null
},
{
"description": "Read the original scene, proposed document and scoped commands. Use the Studio link to inspect actual rendering before applying.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"proposal": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"proposal"
],
"type": "object"
},
"name": "gripforge_scene_proposal_read",
"outputSchema": null
},
{
"description": "List persistent proposals and their base revision, status and descriptions.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_scene_proposals",
"outputSchema": null
},
{
"description": "Read the editable SceneDocument at work, validated, or a numbered revision. Keep work_revision for optimistic writes. Validated can be absent.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"version": {
"anyOf": [
{
"enum": [
"work",
"validated"
],
"type": "string"
},
{
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
}
]
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_scene_read",
"outputSchema": null
},
{
"description": "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|brick|stone|metal|glass,detail:0..1,weathering:0..1,regions:[]}}]; surface:null removes only this local profile. Optional glass regions use explicit normalized mesh-local min/max bounds and interior parallax settings. Never guess masks from colours. ambientOcclusion {enabled,radius:0.02..3 metres,intensity:0..1,quality:low|medium|high}, or null to remove. Preserves transforms, source PBR maps, other instances and validated revisions. Returns Studio link for visual comparison. Optional quality {preset:performance|balanced|quality,resolutionScale:0.5..1,sharpness:0..0.5}, or null to restore the original presentation. Quality supports viewport resolution up to a bounded 4K budget. Optional automotive {look:studio|daylight,quality,lengthM,depthOfField:false,focusDistanceM} explicitly applies a whole-scene look: HDR strip reflections, contact AO, quality and restrained post-processing. Studio replaces an existing HDRI; daylight keeps it. Optional colorGrading/depthOfField overrides or null. DOF is perspective/capture only, disabled with volumetric passes. No generation charge, DLSS or automatic approval.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"ambientOcclusion": {
"anyOf": [
{
"properties": {
"enabled": {
"type": "boolean"
},
"intensity": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"quality": {
"enum": [
"low",
"medium",
"high"
],
"type": "string"
},
"radius": {
"maximum": 3,
"minimum": 0.02,
"type": "number"
}
},
"required": [
"enabled",
"radius",
"intensity",
"quality"
],
"type": "object"
},
{
"type": "null"
}
]
},
"assignments": {
"items": {
"properties": {
"material": {
"maxLength": 256,
"minLength": 1,
"type": "string"
},
"nodeId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"surface": {
"anyOf": [
{
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
{
"type": "null"
}
]
}
},
"required": [
"nodeId",
"surface"
],
"type": "object"
},
"maxItems": 100,
"type": "array"
},
"automotive": {
"properties": {
"depthOfField": {
"type": "boolean"
},
"focusDistanceM": {
"maximum": 1000,
"minimum": 0.1,
"type": "number"
},
"ground": {
"type": "boolean"
},
"lengthM": {
"maximum": 25,
"minimum": 1,
"type": "number"
},
"look": {
"enum": [
"studio",
"daylight"
],
"type": "string"
},
"quality": {
"enum": [
"performance",
"balanced",
"quality"
],
"type": "string"
}
},
"type": "object"
},
"colorGrading": {
"anyOf": [
{
"properties": {
"contrast": {
"maximum": 1.5,
"minimum": 0.5,
"type": "number"
},
"saturation": {
"maximum": 1.5,
"minimum": 0,
"type": "number"
},
"temperature": {
"maximum": 1,
"minimum": -1,
"type": "number"
}
},
"required": [
"contrast",
"saturation",
"temperature"
],
"type": "object"
},
{
"type": "null"
}
]
},
"depthOfField": {
"anyOf": [
{
"properties": {
"aperture": {
"maximum": 0.01,
"minimum": 0,
"type": "number"
},
"enabled": {
"type": "boolean"
},
"focusDistanceM": {
"maximum": 1000,
"minimum": 0.1,
"type": "number"
},
"maxBlur": {
"maximum": 0.02,
"minimum": 0,
"type": "number"
}
},
"required": [
"enabled",
"focusDistanceM",
"aperture",
"maxBlur"
],
"type": "object"
},
{
"type": "null"
}
]
},
"expectedRevision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"quality": {
"anyOf": [
{
"properties": {
"preset": {
"enum": [
"performance",
"balanced",
"quality"
],
"type": "string"
},
"resolutionScale": {
"maximum": 1,
"minimum": 0.5,
"type": "number"
},
"sharpness": {
"maximum": 0.5,
"minimum": 0,
"type": "number"
}
},
"required": [
"preset"
],
"type": "object"
},
{
"type": "null"
}
]
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"expectedRevision"
],
"type": "object"
},
"name": "gripforge_scene_realism",
"outputSchema": null
},
{
"description": "Queue a persistent render and independent visual review of the exact saved work revision. Poll generation_read. Optional assetRef records the review on the exact isolated asset revision as well; required for vehicle geometry/topology gates. This does not promote or replace the validated version.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"assetRef": {
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"expectedRevision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"prompt": {
"maxLength": 4000,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"expectedRevision"
],
"type": "object"
},
"name": "gripforge_scene_review",
"outputSchema": null
},
{
"description": "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, never automatic visual approval.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_scene_schema",
"outputSchema": null
},
{
"description": "Read work/current pointers, immutable revision history and trusted visual review evidence. A rejected or unavailable review does not change the validated version.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_scene_versions",
"outputSchema": null
},
{
"description": "Save a complete SceneDocument. expectedRevision must equal the latest work revision. A 409 is a real conflict: reread before changing it. Does not change the validated revision or source Library assets.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"document": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"expectedRevision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"document",
"expectedRevision"
],
"type": "object"
},
"name": "gripforge_scene_write",
"outputSchema": null
},
{
"description": "Create a dedicated server record. Implemented: Unity+FishNet (Docker demo) and Godot+ENet (real Godot Linux headless in Docker). Unreal returns unsupported. Does not start the process until deploy.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"demo": {
"type": "boolean"
},
"engine": {
"enum": [
"unity",
"unreal",
"godot",
"custom"
],
"type": "string"
},
"environment": {
"enum": [
"production",
"staging",
"development"
],
"type": "string"
},
"gamePort": {
"maximum": 65535,
"minimum": 1,
"type": "integer"
},
"hints": {
"maxLength": 2000,
"type": "string"
},
"image": {
"maxLength": 200,
"type": "string"
},
"maxPlayers": {
"maximum": 200,
"minimum": 1,
"type": "integer"
},
"name": {
"maxLength": 80,
"minLength": 1,
"type": "string"
},
"networking": {
"enum": [
"fishnet",
"ngo",
"mirror",
"photon",
"enet",
"custom",
"unknown"
],
"type": "string"
},
"region": {
"maxLength": 40,
"type": "string"
},
"sourceKind": {
"enum": [
"project",
"git",
"upload",
"docker"
],
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"name"
],
"type": "object"
},
"name": "gripforge_server_create",
"outputSchema": null
},
{
"description": "HIGH IMPACT. Stops the instance and deletes the server. Requires confirm=true. Owner only.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"confirm": {
"const": true,
"description": "Must be true. Production-destructive.",
"type": "boolean"
},
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"confirm"
],
"type": "object"
},
"name": "gripforge_server_delete",
"outputSchema": null
},
{
"description": "Create a Docker instance for this server and start it. Local demo uses a real container (python heartbeat unless a custom image is set). Mutating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_server_deploy",
"outputSchema": null
},
{
"description": "Activity feed: server.created, server.ready, player.joined, match.started, …",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_server_events",
"outputSchema": null
},
{
"description": "Read one dedicated server, its instance, engine/networking detection and integration status.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_server_get",
"outputSchema": null
},
{
"description": "List dedicated game servers in the workspace with current status and latest instance.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_server_list",
"outputSchema": null
},
{
"description": "Stdout/stderr from the runtime provider (Docker logs). Not stored in SQL.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"tail": {
"maximum": 2000,
"minimum": 20,
"type": "integer"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_server_logs",
"outputSchema": null
},
{
"description": "CPU, memory, network counters and player count from the metrics provider.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_server_metrics",
"outputSchema": null
},
{
"description": "Restart the running instance. Mutating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_server_restart",
"outputSchema": null
},
{
"description": "Update desired max players. Does not resize cloud hardware (Docker provider has no node pool). Mutating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"maxPlayers": {
"maximum": 200,
"minimum": 1,
"type": "integer"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"maxPlayers"
],
"type": "object"
},
"name": "gripforge_server_scale",
"outputSchema": null
},
{
"description": "Start the existing instance. Mutating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_server_start",
"outputSchema": null
},
{
"description": "Stop the running instance. Mutating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_server_stop",
"outputSchema": null
},
{
"description": "The workspace IS the game: genre (cs, mario-kart, arena-car, dmc…), remappable controls (same InputKit as the Godot input.json AND the web players), match rules (rounds/laps/score/timers/ports) and menu options (title, HUD toggles). Once set, every *-kit route called WITHOUT ?prompt= reads them (explicit prompt always wins), and the web players use the same bindings. Call with no args to READ (settings + resolved defaults). Pass fields to MERGE-SET. Pass a section as null to reset it to the genre preset. Set genre at project start, right after gripforge_style.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"controls": {
"anyOf": [
{
"properties": {
"actions": {
"items": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"type": "array"
},
"kit_id": {
"maxLength": 32,
"type": "string"
}
},
"required": [
"actions"
],
"type": "object"
},
{
"type": "null"
}
],
"description": "full InputKit actions (InputBind[]) — null resets to genre preset"
},
"genre": {
"anyOf": [
{
"maxLength": 64,
"type": "string"
},
{
"type": "null"
}
],
"description": "game kit style id (cs, mario-kart, arena-car…) — null resets"
},
"match": {
"anyOf": [
{
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
{
"type": "null"
}
],
"description": "partial match rules — null resets"
},
"menu": {
"anyOf": [
{
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
{
"type": "null"
}
],
"description": "{title, preset, hud:{…}} — null resets"
}
},
"type": "object"
},
"name": "gripforge_settings",
"outputSchema": null
},
{
"description": "Pull a catalog shader (id or alias like slash_reveal) for godot | unity | three. Returns file contents + assignment snippet (Godot ShaderMaterial / Unity Material / Three ShaderMaterial). This hosted endpoint cannot write into the working tree — use npx @gripforgeai/mcp gripforge_shader_pull with out_dir for that. v1 pull is free (no credit).",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"engine": {
"description": "Target engine",
"enum": [
"godot",
"unity",
"three"
],
"type": "string"
},
"id": {
"description": "Shader id or alias (slash_reveal, …)",
"type": "string"
},
"out_dir": {
"description": "Suggested folder (hosted returns contents only; npm writes)",
"type": "string"
}
},
"required": [
"id",
"engine"
],
"type": "object"
},
"name": "gripforge_shader_pull",
"outputSchema": null
},
{
"description": "List shaders from the GripForge catalog (authorized GodotShaders.com mirror). Returns { id, name, engines }. Search q=slash_reveal. Then pull with gripforge_shader_pull. Free.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"limit": {
"description": "Page size (default 50, max 200)",
"type": "number"
},
"offset": {
"description": "Offset",
"type": "number"
},
"q": {
"description": "Search id/name/alias (e.g. slash_reveal)",
"type": "string"
},
"type": {
"description": "Godot shader_type",
"enum": [
"canvas_item",
"spatial",
"sky",
"particles",
"fog"
],
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_shaders",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Compile a shield recipe into reusable native source files for Three.js, Godot 4, Unity or Unreal 5, using the same geometry and shader functions. Returns files keyed by relative path plus install instructions. Write ALL files into a dedicated directory; never overwrite an existing modified package without checking. Includes enable/hit/shatter runtime; no mannequin or preview environment. Native builds require target-engine verification; source export is not visual certification.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"config": {
"additionalProperties": false,
"properties": {
"accent": {
"pattern": "^#[a-f\\d]{6}$",
"type": "string"
},
"color": {
"pattern": "^#[a-f\\d]{6}$",
"type": "string"
},
"intensity": {
"maximum": 3,
"minimum": 0.1,
"type": "number"
},
"opacity": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"quality": {
"enum": [
"low",
"high"
],
"type": "string"
},
"radius": {
"maximum": 5,
"minimum": 0.15,
"type": "number"
},
"seed": {
"maximum": 65535,
"minimum": 0,
"type": "integer"
},
"speed": {
"maximum": 4,
"minimum": 0.1,
"type": "number"
},
"stretch": {
"prefixItems": [
{
"maximum": 2,
"minimum": 0.25,
"type": "number"
},
{
"maximum": 2,
"minimum": 0.25,
"type": "number"
},
{
"maximum": 2,
"minimum": 0.25,
"type": "number"
}
],
"type": "array"
},
"style": {
"enum": [
"fire",
"water",
"water-petal",
"blood",
"cat",
"cosmic",
"cyber",
"cyber-grid",
"holy",
"ice",
"ink",
"light",
"lightning",
"poison",
"rock",
"void",
"wind"
],
"type": "string"
},
"version": {
"const": 1,
"type": "number"
}
},
"type": "object"
},
"engine": {
"enum": [
"threejs",
"godot",
"unity",
"unreal"
],
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"engine"
],
"type": "object"
},
"name": "gripforge_shield_export",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Create an original editable 3D elemental shield using the shared shield-vfx module: 17 styles, radius/stretch, colours, intensity, quality and seed. Same shaders used in Studio and native exports. save=true by default queues persistent rendering/review/workspace save; poll generation_read for Studio URL. save=false returns an unsaved project. No commercial reference assets, collision or damage. Recipe compilation needs no AI; saving uses the normal VFX review pipeline. Work is not visually validated automatically.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"config": {
"additionalProperties": false,
"properties": {
"accent": {
"pattern": "^#[a-f\\d]{6}$",
"type": "string"
},
"color": {
"pattern": "^#[a-f\\d]{6}$",
"type": "string"
},
"intensity": {
"maximum": 3,
"minimum": 0.1,
"type": "number"
},
"opacity": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"quality": {
"enum": [
"low",
"high"
],
"type": "string"
},
"radius": {
"maximum": 5,
"minimum": 0.15,
"type": "number"
},
"seed": {
"maximum": 65535,
"minimum": 0,
"type": "integer"
},
"speed": {
"maximum": 4,
"minimum": 0.1,
"type": "number"
},
"stretch": {
"prefixItems": [
{
"maximum": 2,
"minimum": 0.25,
"type": "number"
},
{
"maximum": 2,
"minimum": 0.25,
"type": "number"
},
{
"maximum": 2,
"minimum": 0.25,
"type": "number"
}
],
"type": "array"
},
"style": {
"enum": [
"fire",
"water",
"water-petal",
"blood",
"cat",
"cosmic",
"cyber",
"cyber-grid",
"holy",
"ice",
"ink",
"light",
"lightning",
"poison",
"rock",
"void",
"wind"
],
"type": "string"
},
"version": {
"const": 1,
"type": "number"
}
},
"type": "object"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"save": {
"type": "boolean"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_shield_vfx",
"outputSchema": null
},
{
"description": "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, enemies, props, HUD bars…) so ten assets come out as ONE game — and gripforge_inspect gains a style check flagging assets whose dominant colors drift from the palette. Call with no args to READ the current DNA (+ the compiled prompt block). Pass fields to SET it. Pass extract_from (image lib ids) to auto-build the palette from reference art. clear:true removes it. Set the DNA at the START of a game project, before generating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"clear": {
"description": "remove the workspace style",
"type": "boolean"
},
"direction": {
"description": "art direction, e.g. \"DMC gothic, worn leather, tarnished metal\"",
"maxLength": 500,
"type": "string"
},
"edges": {
"enum": [
"soft",
"hard"
],
"type": "string"
},
"extract_from": {
"description": "image lib ids — extract the palette from them",
"items": {
"type": "string"
},
"maxItems": 5,
"type": "array"
},
"palette": {
"description": "2-6 colors, e.g. [{hex:\"#8b1a1a\",name:\"blood red\"}]",
"items": {
"properties": {
"hex": {
"type": "string"
},
"name": {
"type": "string"
}
},
"required": [
"hex"
],
"type": "object"
},
"maxItems": 6,
"type": "array"
},
"realism": {
"enum": [
"stylized",
"semi",
"realistic"
],
"type": "string"
},
"refs": {
"description": "pinned reference lib ids",
"items": {
"type": "string"
},
"maxItems": 5,
"type": "array"
},
"saturation": {
"enum": [
"muted",
"balanced",
"vivid"
],
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_style",
"outputSchema": null
},
{
"description": "Resolve a prompt like \"Devil May Cry like\" / \"genshin\" to a game-style id, then return the locker kit already tagged with that look: characters, enemies, weapons, props. Call this BEFORE generating when the user wants that game. Reuse the returned Library ids (attach / pull). Only generate if a bucket is empty.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"devil may cry like\", \"un ennemi genshin\", \"elden ring\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_style_kit",
"outputSchema": null
},
{
"description": "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 nodes). The map is baked once into a file (heights, ground roles, lakes and rivers, vegetation, roads, spawn and objective points) stored in the Library and bound to the terrain_map slot; the project data keeps its reference in terrain_maps. The same file is delivered to Godot, Unity and Unreal with the kit. Buildings and other non-vegetation props, and terrain holes, are not carried yet (counted in map.notCarried). Without a bound map world.terrain keeps generating its world from the seed. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"map": {
"description": "Terrain studio map id (lvl_…).",
"type": "string"
},
"project_id": {
"description": "Game Kit project id (gkp_…). Not a dedicated-server project (gpj_…) nor a Library item.",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"scene": {
"description": "Scene id whose terrain node becomes the world (instead of map).",
"type": "string"
},
"terrain": {
"description": "Terrain node id in the scene (default: its first terrain).",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"project_id"
],
"type": "object"
},
"name": "gripforge_terrain_map_use",
"outputSchema": null
},
{
"description": "Prep a game texture (terrain / props): optional 50% wrap + seam blend, then a faithful lanczos upscale (1× / 2× / 4×, capped at 1024 or 2048). The pattern is PRESERVED — nothing is generated (not Magnific, not an image model). Pass texture_id (Library) or image_url (https). Result is saved as kind=texture and the albedo URL is returned. To write the PNG into an open repo, use the npm package with out_dir. No credit consumed.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"image_url": {
"description": "https URL of the image (PNG/JPG/WebP)",
"type": "string"
},
"name": {
"description": "Library name (default <source>_tile)",
"type": "string"
},
"save": {
"description": "Save to Library (default true on hosted MCP)",
"type": "boolean"
},
"scale": {
"anyOf": [
{
"const": 1,
"type": "number"
},
{
"const": 2,
"type": "number"
},
{
"const": 4,
"type": "number"
}
],
"description": "Upscale factor (default 1)"
},
"seamless": {
"description": "50% offset + seam blend (default true)",
"type": "boolean"
},
"size": {
"anyOf": [
{
"const": 1024,
"type": "number"
},
{
"const": 2048,
"type": "number"
}
],
"description": "Max output side (default 1024)"
},
"texture_id": {
"description": "Library id of a texture (lib_…)",
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_texture_prep",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": false,
"properties": {
"file_url": {
"description": "Albedo PNG URL",
"type": "string"
},
"height": {
"type": "number"
},
"id": {
"type": "string"
},
"library_id": {
"anyOf": [
{
"type": "string"
},
{
"type": "null"
}
]
},
"width": {
"type": "number"
}
},
"type": "object"
}
},
{
"description": "Save an independent door pose on one prepared vehicle instance in a saved scene. doors maps Door_FL/FR/RL/RR to 0 (closed)..1 (open). Unspecified doors retain their state; null clears the manual pose. Requires exact expectedRevision and named hinges/portable clips from prepare_vehicle. Pauses the global animation for manual control. Preserves the source asset, transforms, other instances and validated versions. Returns the actual Studio link. No generation charge.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"doors": {
"anyOf": [
{
"additionalProperties": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"propertyNames": {
"pattern": "^Door_[FR][LR]$",
"type": "string"
},
"type": "object"
},
{
"type": "null"
}
]
},
"expectedRevision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"nodeId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"expectedRevision",
"nodeId",
"doors"
],
"type": "object"
},
"name": "gripforge_vehicle_doors",
"outputSchema": null
},
{
"description": "Repair generated automotive surfaces. Preferred: source (immutable static GLB with Body/Wheel_* groups) + repair recipe queues a persistent Blender job; guided glazing/panel regions, paint cleanup, coloured caliper extraction, measured replacement panels/curves with PBR and fitted boundaries, optional rebuilt wheels and rigid wheel rig. features.marks adds surface-fitted pinned PNG logos, relief badges and mesh lettering; wheel markings follow their wheel, named authored marks are replaced in the new work copy. For grilles or trim on a reconstructed recess, set curves.fitSurface.panel to its non-structural panel name to follow the final part. Returns a NEW private work version with GLB/Blend/optional FBX and GripForge review link. Does not promote or overwrite the source. Regions use +Y up/+Z forward metres, bounded displacement; region-only glass stays opaque, authored transmissive panes need an authored cabin. Poll/cancel/retry generation-jobs. 0 provider credits. Legacy id without repair uses one-time material/wheel finish and rewrites its Library file.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Library id; with repair pins source, without repair uses legacy finish",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"name": {
"type": "string"
},
"repair": {
"description": "Guided surface repair; never edits the source",
"properties": {
"calipers": {
"properties": {
"color": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"tolerance": {
"maximum": 0.4,
"minimum": 0.05,
"type": "number"
}
},
"required": [
"color"
],
"type": "object"
},
"cleanPaint": {
"type": "boolean"
},
"denoise": {
"description": "Bounded Body smoothing across UV seams; pins open boundaries, retains UVs and wheel/caliper transforms; review small details",
"properties": {
"iterations": {
"maximum": 80,
"minimum": 1,
"type": "integer"
},
"maxOffsetM": {
"maximum": 0.05,
"minimum": 0,
"type": "number"
},
"normalIterations": {
"maximum": 30,
"minimum": 0,
"type": "integer"
}
},
"type": "object"
},
"features": {
"description": "Measured panels, curves, badges and decals; explicit PBR, clipping, symmetry, 250k vertex budget.",
"properties": {
"curves": {
"items": {
"properties": {
"closed": {
"type": "boolean"
},
"fitSurface": {
"properties": {
"axis": {
"enum": [
"x",
"y",
"z"
],
"type": "string"
},
"direction": {
"anyOf": [
{
"const": 1,
"type": "number"
},
{
"const": -1,
"type": "number"
}
]
},
"offsetM": {
"maximum": 0.01,
"minimum": 0,
"type": "number"
},
"panel": {
"maxLength": 80,
"minLength": 1,
"type": "string"
}
},
"required": [
"axis"
],
"type": "object"
},
"material": {
"properties": {
"coat": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"color": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"emission": {
"maximum": 10,
"minimum": 0,
"type": "number"
},
"ior": {
"maximum": 2.5,
"minimum": 1,
"type": "number"
},
"metallic": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"roughness": {
"maximum": 1,
"minimum": 0.02,
"type": "number"
},
"transmission": {
"maximum": 1,
"minimum": 0,
"type": "number"
}
},
"type": "object"
},
"mirrorX": {
"type": "boolean"
},
"name": {
"type": "string"
},
"points": {
"items": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"maxItems": 128,
"minItems": 2,
"type": "array"
},
"radiusM": {
"maximum": 0.08,
"minimum": 0.0005,
"type": "number"
}
},
"required": [
"name",
"points"
],
"type": "object"
},
"maxItems": 256,
"type": "array"
},
"marks": {
"description": "Surface-fitted logos and relief: decals require pinned PNG artwork; badges add thickness and a convex outline; text makes mesh lettering. Explicit normal/up frame; target wheel marks spin with that wheel. Optional receiver scopes fitting to a mesh in the target. PNGs <=1 MiB/2048px, max 16 distinct sources. No URLs or local paths.",
"items": {
"properties": {
"artwork": {
"properties": {
"assetId": {
"type": "string"
},
"fileRole": {
"type": "string"
},
"revisionId": {
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"depthM": {
"maximum": 0.01,
"minimum": 0,
"type": "number"
},
"heightM": {
"maximum": 0.8,
"minimum": 0.005,
"type": "number"
},
"kind": {
"enum": [
"decal",
"badge",
"text"
],
"type": "string"
},
"material": {
"properties": {
"coat": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"color": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"emission": {
"maximum": 10,
"minimum": 0,
"type": "number"
},
"ior": {
"maximum": 2.5,
"minimum": 1,
"type": "number"
},
"metallic": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"roughness": {
"maximum": 1,
"minimum": 0.02,
"type": "number"
},
"transmission": {
"maximum": 1,
"minimum": 0,
"type": "number"
}
},
"type": "object"
},
"maxDistanceM": {
"maximum": 0.12,
"minimum": 0.001,
"type": "number"
},
"mirrorX": {
"type": "boolean"
},
"name": {
"maxLength": 80,
"minLength": 1,
"type": "string"
},
"normal": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"offsetM": {
"maximum": 0.01,
"minimum": 0.0002,
"type": "number"
},
"outline": {
"items": {
"prefixItems": [
{
"maximum": 0.5,
"minimum": -0.5,
"type": "number"
},
{
"maximum": 0.5,
"minimum": -0.5,
"type": "number"
}
],
"type": "array"
},
"maxItems": 64,
"minItems": 3,
"type": "array"
},
"position": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"receiver": {
"maxLength": 120,
"minLength": 1,
"type": "string"
},
"segments": {
"maximum": 32,
"minimum": 4,
"type": "integer"
},
"target": {
"enum": [
"Body",
"Wheel_FL",
"Wheel_FR",
"Wheel_RL",
"Wheel_RR"
],
"type": "string"
},
"text": {
"maxLength": 48,
"minLength": 1,
"type": "string"
},
"up": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"widthM": {
"maximum": 0.8,
"minimum": 0.005,
"type": "number"
}
},
"required": [
"name",
"kind",
"position",
"normal",
"up",
"widthM",
"heightM"
],
"type": "object"
},
"maxItems": 32,
"type": "array"
},
"panels": {
"items": {
"properties": {
"fitBoundary": {
"properties": {
"axis": {
"enum": [
"x",
"y",
"z"
],
"type": "string"
},
"direction": {
"anyOf": [
{
"const": 1,
"type": "number"
},
{
"const": -1,
"type": "number"
}
]
},
"fullSurface": {
"type": "boolean"
},
"offsetM": {
"maximum": 0.01,
"minimum": 0,
"type": "number"
}
},
"required": [
"axis"
],
"type": "object"
},
"material": {
"properties": {
"coat": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"color": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"emission": {
"maximum": 10,
"minimum": 0,
"type": "number"
},
"ior": {
"maximum": 2.5,
"minimum": 1,
"type": "number"
},
"metallic": {
"maximum": 1,
"minimum": 0,
"type": "number"
},
"roughness": {
"maximum": 1,
"minimum": 0.02,
"type": "number"
},
"transmission": {
"maximum": 1,
"minimum": 0,
"type": "number"
}
},
"type": "object"
},
"mirrorX": {
"type": "boolean"
},
"name": {
"type": "string"
},
"normal": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"points": {
"items": {
"items": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"maxItems": 12,
"minItems": 2,
"type": "array"
},
"maxItems": 12,
"minItems": 2,
"type": "array"
},
"replace": {
"properties": {
"axis": {
"enum": [
"x",
"y",
"z"
],
"type": "string"
},
"depthM": {
"maximum": 0.5,
"minimum": 0.001,
"type": "number"
}
},
"required": [
"axis"
],
"type": "object"
},
"sealRadiusM": {
"maximum": 0.03,
"minimum": 0.0005,
"type": "number"
},
"segmentsU": {
"maximum": 96,
"minimum": 4,
"type": "integer"
},
"segmentsV": {
"maximum": 96,
"minimum": 4,
"type": "integer"
},
"structural": {
"description": "New coachwork shell, required with replaceBody; cannot fit or clip the discarded source.",
"type": "boolean"
}
},
"required": [
"name",
"points"
],
"type": "object"
},
"maxItems": 32,
"type": "array"
},
"replaceBody": {
"description": "Explicitly replace coachwork in a new work copy using structural panels; preserve wheels and Body calipers.",
"type": "boolean"
}
},
"type": "object"
},
"paintColor": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"regions": {
"items": {
"properties": {
"bounds": {
"prefixItems": [
{
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
{
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
}
],
"type": "array"
},
"fitAxis": {
"enum": [
"x",
"y",
"z"
],
"type": "string"
},
"maxOffsetM": {
"maximum": 0.05,
"minimum": 0,
"type": "number"
},
"name": {
"type": "string"
},
"select": {
"enum": [
"neutral",
"paint",
"all"
],
"type": "string"
},
"surface": {
"enum": [
"glass",
"paint"
],
"type": "string"
}
},
"required": [
"name",
"bounds",
"select",
"surface",
"fitAxis"
],
"type": "object"
},
"maxItems": 16,
"type": "array"
},
"rig": {
"properties": {
"wheelRadius": {
"type": "number"
},
"wheelWidth": {
"type": "number"
}
},
"required": [
"wheelRadius",
"wheelWidth"
],
"type": "object"
},
"wheelRebuild": {
"description": "Replace generated wheel meshes with measured tyres, dished spokes and brake rotors. Optional trackM adjusts axle track and matching explicit Body calipers together; omitted preserves wheel pivots.",
"properties": {
"radiusM": {
"maximum": 1.5,
"minimum": 0.1,
"type": "number"
},
"segments": {
"maximum": 128,
"minimum": 24,
"type": "integer"
},
"spokes": {
"maximum": 12,
"minimum": 3,
"type": "integer"
},
"trackM": {
"maximum": 6,
"minimum": 0.3,
"type": "number"
},
"widthM": {
"maximum": 0.8,
"minimum": 0.05,
"type": "number"
}
},
"required": [
"radiusM",
"widthM"
],
"type": "object"
}
},
"required": [
"regions"
],
"type": "object"
},
"segments": {
"description": "Wheel roundness: 64 default, 24 for mobile",
"maximum": 128,
"minimum": 12,
"type": "integer"
},
"smooth": {
"description": "Body smoothing passes (default 15, 0 = none)",
"maximum": 60,
"minimum": 0,
"type": "integer"
},
"source": {
"description": "Pinned static source, instead of id",
"properties": {
"assetId": {
"type": "string"
},
"fileRole": {
"type": "string"
},
"revisionId": {
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"wheels": {
"description": "false keeps the generated wheels",
"type": "boolean"
}
},
"type": "object"
},
"name": "gripforge_vehicle_finish",
"outputSchema": null
},
{
"description": "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 + Three.js / Godot snippets. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Library id of the vehicle/kart GLB (lib_…)",
"type": "string"
},
"prop_id": {
"description": "Same as id",
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_vehicle_orient",
"outputSchema": null
},
{
"description": "Read the concept-first vehicle recipe, canonical parts, hinge convention, limits, quotes and revision workflow.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_vehicle_schema",
"outputSchema": null
},
{
"description": "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 credits, distinct from the GripForge quote. Returns job_id; inspect parts and texture preservation in generation_read. No automatic completion, retexture, articulation, publication or replacement. A segmented output still needs hinge preparation.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"budget": {
"properties": {
"credits": {
"maximum": 9007199254740991,
"minimum": 0,
"type": "integer"
},
"usd": {
"minimum": 0,
"type": "number"
}
},
"type": "object"
},
"granularity": {
"enum": [
"simple",
"balanced",
"detailed"
],
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"source": {
"properties": {
"assetId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"fileRole": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
},
"revisionId": {
"pattern": "^[a-zA-Z0-9][a-zA-Z0-9_.:-]{0,159}$",
"type": "string"
}
},
"required": [
"assetId",
"revisionId"
],
"type": "object"
},
"stage": {
"default": "plan",
"enum": [
"plan",
"build"
],
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Returned scene links open this workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"source"
],
"type": "object"
},
"name": "gripforge_vehicle_segment",
"outputSchema": null
},
{
"description": "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. Returns studio_url (open this link to edit the saved effect in GripForge), workspace_id, GLB, PNG and vfx.json. Refused for non-admin API keys.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"attach_id": {
"description": "Library bind id (lib_…). Not required for meteor.",
"type": "string"
},
"color": {
"description": "Hex color",
"type": "string"
},
"core": {
"description": "portal only: shadow-core radius as a fraction of the portal (default 0.09)",
"maximum": 0.4,
"minimum": 0.02,
"type": "number"
},
"duration": {
"description": "Seconds (default 0.25)",
"type": "number"
},
"emitters": {
"description": "Emitters returned by gripforge_vfx_generate.",
"items": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"maxItems": 6,
"type": "array"
},
"generation": {
"additionalProperties": {},
"description": "Generation provenance returned by gripforge_vfx_generate.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"look": {
"description": "toon: stylized ribbon/lightning; solid: filled beam; crystal: faceted weapon trail; flame: burning crescent; pulse: released electric orb; firejet: flared fire stream with torn tongues and pressure rings; impact: slam-family comic explosion with red telegraph, violet core, ink debris and optional impact frames",
"enum": [
"toon",
"solid",
"crystal",
"flame",
"pulse",
"firejet",
"impact"
],
"type": "string"
},
"name": {
"maxLength": 80,
"type": "string"
},
"prompt": {
"description": "Natural-language VFX prompt. Fills type/style/color/emitters when omitted.",
"type": "string"
},
"style": {
"description": "Look (default energy)",
"enum": [
"energy",
"metal",
"magic"
],
"type": "string"
},
"type": {
"description": "Strike type (default slash). portal = standing blood rift / demonic seal (world-space, loops); slam = ground-impact eruption: light pillar + fireball + sparks/debris (world-space, one-shot)",
"enum": [
"slash",
"thrust",
"spin",
"meteor",
"beam",
"swing",
"claw",
"charge",
"shield",
"portal",
"slam"
],
"type": "string"
},
"width": {
"description": "Ribbon width in metres",
"type": "number"
}
},
"type": "object"
},
"name": "gripforge_vfx",
"outputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"additionalProperties": false,
"properties": {
"id": {
"type": "string"
},
"snippets": {
"additionalProperties": {
"type": "string"
},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"studio_url": {
"description": "Direct link to the saved effect in the GripForge VFX Studio; requires an authorized user session.",
"type": "string"
},
"urls": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"vfx": {
"additionalProperties": {},
"propertyNames": {
"type": "string"
},
"type": "object"
},
"workspace_id": {
"type": "string"
}
},
"type": "object"
}
},
{
"description": "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, duration, width, name, emitters and generation to gripforge_vfx to save/export (1 credit). Image mode requires a configured vision provider.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"image_data": {
"description": "PNG/JPEG/WebP base64 data URI, up to 8 MB decoded.",
"maxLength": 12582912,
"type": "string"
},
"image_id": {
"description": "Owned Library image id; use instead of image_data.",
"type": "string"
},
"preset": {
"description": "Load a ready-to-play preset instantly, without AI. Supply this field alone.",
"enum": [
"slash-trail",
"slash-emerald",
"slash-steel",
"slash-fire",
"slash-ice",
"slash-nature",
"arc-pulse",
"fire-breath",
"neon-impact"
],
"type": "string"
},
"prompt": {
"description": "Effect description; optional with an image.",
"maxLength": 500,
"type": "string"
},
"visual_style": {
"enum": [
"realistic",
"stylized",
"anime",
"lowpoly"
],
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_vfx_generate",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Play/scrub pose of a strike VFX at time t (seconds). t=0 is empty. No credits. Arc reveal / trail length / burst particles. Refused for non-admin keys.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"bind": {
"additionalProperties": {},
"description": "Attach bind.json object",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"duration": {
"type": "number"
},
"style": {
"enum": [
"energy",
"metal",
"magic"
],
"type": "string"
},
"t": {
"description": "Seconds on the timeline (default 0)",
"type": "number"
},
"type": {
"enum": [
"slash",
"thrust",
"spin",
"meteor",
"beam",
"swing",
"claw",
"charge",
"shield"
],
"type": "string"
}
},
"required": [
"bind"
],
"type": "object"
},
"name": "gripforge_vfx_preview",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Text/image -> durable generation job -> original geometry/shaders -> actual GripForge rendering -> visual critique/correction -> workspace work revision. Returns immediately with job_id, status_url and studio_url. Poll gripforge_generation_read, then open its source_url to inspect the saved source and review. Closing the request does not cancel the job. Completed steps survive worker restart. Pass id + expected_revision to refine; image_id must belong to this workspace. A visually rejected candidate never replaces the validated version.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"expected_revision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^lib_[A-Za-z0-9_-]+$",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"image_data": {
"maxLength": 12582912,
"type": "string"
},
"image_id": {
"pattern": "^lib_[A-Za-z0-9_-]+$",
"type": "string"
},
"image_mode": {
"description": "Default spatial: build a 3D effect. animated-artwork explicitly opts into a flat animated illustration.",
"enum": [
"spatial",
"animated-artwork"
],
"type": "string"
},
"look": {
"description": "Rendering look, separate from the game style: stylized (neutral) | painted | toon | anime | realistic | lowpoly | pixel. Old values (handpainted, cartoon, low_poly…) are read as aliases. Omit for the style default.",
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string"
},
"prompt": {
"maxLength": 2000,
"type": "string"
},
"visual_style": {
"description": "Rendering look of the effect (same vocabulary as look). Default stylized.",
"enum": [
"stylized",
"painted",
"toon",
"anime",
"realistic",
"lowpoly",
"pixel"
],
"type": "string"
},
"workspace_id": {
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_vfx_project_generate",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Explicitly promote work after a trusted positive review matching this source, dependencies and renderer. expectedCurrent is the existing validated revision, or null.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"expectedCurrent": {
"anyOf": [
{
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
{
"type": "null"
}
]
},
"id": {
"pattern": "^lib_[A-Za-z0-9_-]+$",
"type": "string"
},
"revision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"workspace_id": {
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"revision",
"expectedCurrent"
],
"type": "object"
},
"name": "gripforge_vfx_project_promote",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Read a project in the authenticated workspace. Returns project.json, per-layer .vert/.frag source, current revision, recent revision history and a Studio link. Read an older revision to restore it through write with the CURRENT expected_revision. Does not grant access to the server repository or arbitrary user files.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^lib_[A-Za-z0-9_-]+$",
"type": "string"
},
"revision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"workspace_id": {
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_vfx_project_read",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Queue a durable render of an owned id OR an unsaved project at 1–4 timestamps. Returns job_id immediately. Poll gripforge_generation_read with include_preview for the actual rendered image, coverage, clipping and shader diagnostics. Uses the shared GripForge SceneViewport. Saves preview evidence only, no project revision. Requires workspace write access because the job and preview consume storage. Render timings are not browser FPS.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"pattern": "^lib_[A-Za-z0-9_-]+$",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"project": {
"additionalProperties": {},
"description": "Complete editable project JSON. Read gripforge_vfx_project_schema for the format and a working example.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"times": {
"description": "Render timestamps in seconds. Defaults to anticipation, middle and decay samples.",
"items": {
"maximum": 12,
"minimum": 0,
"type": "number"
},
"maxItems": 4,
"minItems": 1,
"type": "array"
},
"workspace_id": {
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_vfx_project_render",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Queue a fresh GripForge capture and independent visual review without writing another source revision. Poll gripforge_generation_read; inspect its preview, then explicitly promote if approved.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"expected_revision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^lib_[A-Za-z0-9_-]+$",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"workspace_id": {
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id",
"expected_revision"
],
"type": "object"
},
"name": "gripforge_vfx_project_review",
"outputSchema": null
},
{
"description": "ADMIN ONLY. Start here to create original VFX beyond presets. Returns the editable source format, shader helpers, geometry budgets and a working example. Workflow: write custom source -> render -> inspect the returned image -> revise -> save. Blender or another modeling tool may supply custom mesh vertices/UVs/indices; no Blender instance is required for procedural effects.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"workspace_id": {
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_vfx_project_schema",
"outputSchema": null
},
{
"description": "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_read; the worker compiles, renders and saves a work revision, then reviews it visually. Completed result includes source_url, preview_url and review. Use generation_read with include_preview to see the actual image. A source conflict fails the job and preserves current work; reread before writing. Validated versions remain unchanged. Editable files are project.json and layers/{id}.vert/.frag.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"edits": {
"items": {
"properties": {
"content": {
"maxLength": 400000,
"type": "string"
},
"path": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"path",
"content"
],
"type": "object"
},
"maxItems": 24,
"minItems": 1,
"type": "array"
},
"expected_revision": {
"exclusiveMinimum": 0,
"maximum": 9007199254740991,
"type": "integer"
},
"id": {
"pattern": "^lib_[A-Za-z0-9_-]+$",
"type": "string"
},
"idempotency_key": {
"maxLength": 160,
"minLength": 8,
"type": "string"
},
"note": {
"maxLength": 1000,
"type": "string"
},
"project": {
"additionalProperties": {},
"description": "Complete editable project JSON. Read gripforge_vfx_project_schema for the format and a working example.",
"propertyNames": {
"type": "string"
},
"type": "object"
},
"times": {
"description": "Render timestamps in seconds. Defaults to anticipation, middle and decay samples.",
"items": {
"maximum": 12,
"minimum": 0,
"type": "number"
},
"maxItems": 4,
"minItems": 1,
"type": "array"
},
"workspace_id": {
"description": "Explicit workspace id. The key must have access to this workspace; never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_vfx_project_write",
"outputSchema": null
},
{
"description": "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, not the world-body hand bone. Pair with gripforge_input_kit. 0 credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"prompt": {
"description": "e.g. \"fps\" or \"counter-strike dust2\"",
"maxLength": 240,
"minLength": 2,
"type": "string"
}
},
"required": [
"prompt"
],
"type": "object"
},
"name": "gripforge_viewmodel_kit",
"outputSchema": null
},
{
"description": "Queue a persistent weapon-aware motion draft from an owned armed GLB. Axe/hammer get distinct procedural cleave, backhand and overhead attacks; sword uses the explicit UAL sword pack. Staff attacks fail with compatible_motion_missing; no silent sword fallback. Holds Grip finger poses, supports a second-hand anchor with IK. Poll gripforge_generation_read, cancel/retry with generation tools. Returns a NEW work asset and Character Studio URL; never replaces the game/source or visually validates a result. 0 generation credits.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"edgeAxis": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"family": {
"description": "Required on the first call. Never infer axe vs sword from geometry alone.",
"enum": [
"axe",
"sword",
"hammer",
"staff"
],
"type": "string"
},
"hand": {
"enum": [
"left",
"right"
],
"type": "string"
},
"handleAxis": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"hands": {
"anyOf": [
{
"const": 1,
"type": "number"
},
{
"const": 2,
"type": "number"
}
]
},
"idempotency_key": {
"pattern": "^[a-zA-Z0-9_.:-]{8,160}$",
"type": "string"
},
"name": {
"maxLength": 150,
"type": "string"
},
"primaryAnchor": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"secondaryAnchor": {
"description": "Required for two hands; weapon-node local coordinates.",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"slots": {
"items": {
"enum": [
"idle",
"walk",
"run",
"attack1",
"attack2",
"attack3",
"hit",
"death",
"dodge",
"block",
"jump_start",
"jump_loop",
"jump_land"
],
"type": "string"
},
"maxItems": 13,
"minItems": 1,
"type": "array"
},
"source_id": {
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$",
"type": "string"
},
"weaponNode": {
"maxLength": 150,
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"source_id"
],
"type": "object"
},
"name": "gripforge_weapon_motion",
"outputSchema": null
},
{
"description": "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 visualStatus=not_reviewed. Inspect idle, wind-up, impact, recovery and locomotion in GripForge before using the draft. No promotion or mutation.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"source_id": {
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$",
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"source_id"
],
"type": "object"
},
"name": "gripforge_weapon_motion_review",
"outputSchema": null
},
{
"description": "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. Default axes are +Y handle and +Z edge; inspect/correct them. Does not mutate the Library source or certify the initial seating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"edgeAxis": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"family": {
"description": "Required on the first call. Never infer axe vs sword from geometry alone.",
"enum": [
"axe",
"sword",
"hammer",
"staff"
],
"type": "string"
},
"hand": {
"enum": [
"left",
"right"
],
"type": "string"
},
"handleAxis": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"hands": {
"anyOf": [
{
"const": 1,
"type": "number"
},
{
"const": 2,
"type": "number"
}
]
},
"primaryAnchor": {
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"secondaryAnchor": {
"description": "Required for two hands; weapon-node local coordinates.",
"prefixItems": [
{
"type": "number"
},
{
"type": "number"
},
{
"type": "number"
}
],
"type": "array"
},
"source_id": {
"pattern": "^lib_[A-Za-z0-9_-]{8,64}$",
"type": "string"
},
"weaponNode": {
"maxLength": 150,
"type": "string"
},
"workspace_id": {
"maxLength": 100,
"type": "string"
}
},
"required": [
"source_id"
],
"type": "object"
},
"name": "gripforge_weapon_profile",
"outputSchema": null
},
{
"description": "Not implemented. Returns 501. Mutating.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_world_backup",
"outputSchema": null
},
{
"description": "Not implemented. Returns 501.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_world_deploy",
"outputSchema": null
},
{
"description": "Worlds stored for the workspace or a server’s project. Empty until worlds are implemented.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"type": "object"
},
"name": "gripforge_world_list",
"outputSchema": null
},
{
"description": "HIGH IMPACT. Not implemented. Returns 501.",
"inputSchema": {
"$schema": "https://json-schema.org/draft/2020-12/schema",
"properties": {
"id": {
"description": "Game server id (srv_…)",
"maxLength": 80,
"minLength": 4,
"type": "string"
},
"workspace_id": {
"description": "Workspace authorized by the current key. Never infer another user’s workspace.",
"maxLength": 100,
"type": "string"
}
},
"required": [
"id"
],
"type": "object"
},
"name": "gripforge_world_restore",
"outputSchema": null
}
]
}Verify it yourself
curl -s https://api.teppi.xyz/v1/evidence/sha256:a450431bca8ea7d92be3394539c95803595dfb0acf9597d734a51ef8459045de | sha256sum