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teppi

MCP serverio.github.gripforgeai/mcp

Turn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.
UNRATEDActivestreamable-httpgripforge.ai

Overview

Score?
UNRATED 0.506
of what a free look can see, on 15 looks
Looks
16
last 15 hr ago
Tools
184
changed 15 hr ago

More info

URL
gripforge.ai/mcp
streamable-http
Says it is
gripforge 0.1.8
protocol 2025-06-18
In the record since
14 days ago

Among servers18,413 with a card

0median 0.606 · this server 0.506 · highest on record 0.8561

Toolsfrom sha256:a450431bca…9045de · +4 −0 15 hr ago

The tools this server lists, read out of the definition it returned
ToolSchema
getAttachmentFrame
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.
input · no output
getWearableFrame
Analyze an armor asset once: up, bodyFacing, outward, anchor. Never returns rotate X = 180°.
input · no output
gripforge_abilities
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, cooldow
input · no output
gripforge_abilities_generate
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
input · no output
gripforge_ability_vfx
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
input · no output
gripforge_aim
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)
input · no output
gripforge_animate
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, i
input · no output
gripforge_architecture_schema
Read the reusable Meshy building and district contract, example, limits and plan → build workflow. Separate immutable Library assets, scene instances and shared SceneDocument. No p
input · no output
gripforge_armor_generate
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
input · no output
gripforge_armor_read
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
input · no output
gripforge_armor_repair
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 ty
input · no output
gripforge_asset_clone
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 ta
input · no output
gripforge_asset_search
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 f
input · no output
gripforge_attach
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 f
input · output
gripforge_audio_kit
Search locker + Community audio. Prompt matches name, description, tags and use (gunshot, ui, magic, footsteps, announcer, dinosaure, magie, pas…). Each hit has id, description, us
input · no output
gripforge_blender_fabricate
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_s
input · no output
gripforge_boss
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
input · no output
gripforge_bot_kit
Navmesh bots as server-owned player scenes so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.
input · no output
gripforge_build_deploy
Not implemented. Returns 501 until artifact upload exists.
input · no output
gripforge_build_get
Read one game build. Upload/deploy of Linux dedicated artifacts is not implemented yet.
input · no output
gripforge_build_list
List game_builds (not Godot kit zips at /api/v1/builds).
input · no output
gripforge_build_rollback
Not implemented. Returns 501. Mutating / production-sensitive.
input · no output
gripforge_cape
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 attache
input · output
gripforge_character_concepts
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 gri
input · output
gripforge_concept_correct
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. H
input · no output
gripforge_creature_analyze
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.
input · no output
gripforge_creature_rig
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 procedu
input · no output
gripforge_creature_rig_schema
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 sep
input · no output
gripforge_environment_module added
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
input · no output
gripforge_flexible_chain
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
input · no output
gripforge_flexible_chain_schema
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-spac
input · no output
gripforge_flexible_weapon_schema
Read the bounded recipe and concept-first workflow for Meshy + Blender flexible weapons, costs, pinned component reuse and source animation requirements.
input · no output
gripforge_font
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
input · no output
gripforge_formats
List the mesh formats and grip styles GripForge supports.
input · output
gripforge_fps_animation
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 FP
input · no output
gripforge_fps_kit
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 gripfo
input · no output
gripforge_game_broadcast
Requires the Unity SDK. Currently returns 501. Never runs a shell on the host.
input · no output
gripforge_game_capabilities
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 whic
input · no output
gripforge_game_concepts
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
input · no output
gripforge_game_content added
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
input · no output
gripforge_game_creation
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 witho
input · no output
gripforge_game_engine added
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
input · no output
gripforge_game_play_url
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, absolu
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gripforge_game_project
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
input · no output
gripforge_gamekit_configure
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
input · no output
gripforge_gamekit_deliver
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 pa
input · no output
gripforge_gamekit_dependencies
Dependency graph of a Game Kit project: nodes (installed kits with version, provides, requires), edges labelled by capability, same-scene overlaps (conflicts: several enabled provi
input · no output
gripforge_gamekit_get
Read one Game Kit: its manifest (provides / requires capabilities, asset slots, data collections, events), README docs, config JSON schema with defaults, version and changelog (inf
input · no output
gripforge_gamekit_install
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; dependenc
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gripforge_gamekit_installed
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 / de
input · no output
gripforge_gamekit_remove
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 t
input · no output
gripforge_gamekit_search
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 ki
input · no output
gripforge_gamekit_update
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
input · no output
gripforge_generate
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 ima
input · output
gripforge_generate_building
Reusable plan → artistic concept → isolated reference views → review → Meshy build workflow. Generate 1–4 coherent images through OpenAI (1536×1024 high quality, default) or Imagin
input · no output
gripforge_generate_character
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 for
input · output
gripforge_generate_district
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, day
input · no output
gripforge_generate_flexible_weapon
Persistent concept → isolated handle/segment references → Meshy PBR components → FlexibleChain XPBD → Blender assembly/rig → actual GripForge renderer review. Read flexible_weapon_
input · no output
gripforge_generate_prop
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
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gripforge_generate_vehicle
Read vehicle_schema first. Recommended recipe.workflow=body_wheels follows concept → references (five wheel-less body views + wheel) → geometry (stop/review) → topology (stop/revie
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gripforge_generate_weapon
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|
input · output
gripforge_generate_weapon_catalog
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
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gripforge_generation_cancel
Request worker cancellation while retaining completed steps and artifacts. Closing a page alone does not cancel a job.
input · no output
gripforge_generation_list
List workspace jobs. Jobs and completed steps survive closing the studio or restarting the web server and worker.
input · no output
gripforge_generation_quote
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 as
input · no output
gripforge_generation_read
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 ma
input · no output
gripforge_generation_retry
Retry a failed or cancelled job, reusing completed steps. An unconfirmed interrupted provider call may be executed again when explicitly retried.
input · no output
gripforge_hitbox
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.
input · no output
gripforge_hud
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
input · output
gripforge_hud_bar
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 gradien
input · output
gripforge_hud_import
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 docu
input · no output
gripforge_input_kit
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 (snipp
input · no output
gripforge_inspect
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 structure
input · no output
gripforge_joystick_kit
Generate input.joystick source files and installation instructions: touch + mouse, independent dual sticks, radial deadzone, continuous holding and release/focus reset. Unreal runt
input · no output
gripforge_kit
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=li
input · no output
gripforge_level
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
input · no output
gripforge_library_get
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
input · no output
gripforge_library_list
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 it
input · no output
gripforge_library_optimize
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
input · no output
gripforge_library_pull
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_librar
input · no output
gripforge_library_push
Upload a file into the Library locker from a URL (or small base64). Local paths need the npm MCP package.
input · no output
gripforge_library_tag
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.
input · no output
gripforge_light_kit
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
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gripforge_loading_page
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 cha
input · no output
gripforge_loadout
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, s
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gripforge_make_seamless
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. Pas
input · output
gripforge_map_concept
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 ima
input · no output
gripforge_map_generate
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 con
input · no output
gripforge_map_import
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 remo
input · no output
gripforge_map_import_unreal
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. doc
input · no output
gripforge_map_import_unreal_schema
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 ed
input · no output
gripforge_map_look
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). Offici
input · no output
gripforge_map_plan
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://g
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gripforge_map_props
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 →
input · no output
gripforge_map_reconstruct
Reconstruct an FPS map: collect official stills (HTTPS LINKS, classified by folder) → MapGraph (callouts/chokes) → footprint greybox (no props) → zone parts → camera match → dress.
input · no output
gripforge_map_refs
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-
input · no output
gripforge_map_schema
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.
input · no output
gripforge_map_wires
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 (sho
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gripforge_match_create
Records match.started. Does not spawn a new process. Mutating.
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gripforge_match_get
Read one match record.
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gripforge_match_kit
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.
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gripforge_match_list
Matches recorded for a server (SDK or API).
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gripforge_match_stop
Marks the match ended. Mutating.
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gripforge_menu_kit
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.
input · no output
gripforge_moba_map
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 s
input · no output
gripforge_moba_roster
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_abiliti
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gripforge_motion_generate
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, emot
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gripforge_navmesh
Walkable XZ AABB + circular holes (pillars) for a scene_kit room. JSON the engine clamps against — not a baked .navmesh. 0 credits.
input · no output
gripforge_net_kit
GfNet autoload host/join/spawn with server-side hit validation, gf_round.gd for the round + bomb, MultiplayerSpawner/Synchronizer wiring. 0 credits.
input · no output
gripforge_performance
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 count
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gripforge_player_ban
HIGH IMPACT. Requires the Unity SDK. Currently returns 501. Owner only.
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gripforge_player_get
Read one player session on a server.
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gripforge_player_kick
Requires the Unity SDK. Currently returns 501. Mutating.
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gripforge_players_list
Sessions reported by the Unity SDK. Empty until the SDK calls player.joined.
input · no output
gripforge_prepare_vehicle
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 p
input · no output
gripforge_project_get
Read a dedicated-server project (gpj_…) in the authenticated workspace. Not a Library asset.
input · no output
gripforge_projectile_create
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, o
input · no output
gripforge_render
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.
input · no output
gripforge_rest_pose
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 ha
input · no output
gripforge_retarget
Convert animation clips from skeleton A (source_id GLB) onto skeleton B (target_id). Bone-name heuristic (Mixamo / UAL / Tripo). Saves kind=animation.
input · no output
gripforge_scene_asset_pin
Archive the owned Library resource bytes and metadata for use in scenes. Returns assetId/revisionId, capabilities, material/animation names and sockets. Repeating for identical con
input · no output
gripforge_scene_asset_promote
Promote only when the exact work revision has a matching trusted review for the current renderer. Existing scene instances keep their pinned revision.
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gripforge_scene_asset_review
Create a shared test scene and queue an independent review of real GripForge captures. Supports meshes, textures and effects. Never promotes automatically.
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gripforge_scene_asset_versions
Read immutable asset work/current pointers and the trusted review of work. Does not create a version.
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gripforge_scene_create
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 in
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gripforge_scene_kit
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 mes
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gripforge_scene_list
List scenes, work/validated revision pointers and links in the authenticated workspace.
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gripforge_scene_modify
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. Bl
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gripforge_scene_optimize
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
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gripforge_scene_patch
Apply insert/remove/transform/replace/update commands atomically. Environment updates can configure shared 3D cloud layers (density, altitude, wind, colour and quality); see gripfo
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gripforge_scene_promote
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
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gripforge_scene_proposal_apply
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 disca
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gripforge_scene_proposal_read
Read the original scene, proposed document and scoped commands. Use the Studio link to inspect actual rendering before applying.
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gripforge_scene_proposals
List persistent proposals and their base revision, status and descriptions.
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gripforge_scene_read
Read the editable SceneDocument at work, validated, or a numbered revision. Keep work_revision for optimistic writes. Validated can be absent.
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gripforge_scene_realism
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:{
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gripforge_scene_review
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 rev
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gripforge_scene_schema
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 crea
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gripforge_scene_versions
Read work/current pointers, immutable revision history and trusted visual review evidence. A rejected or unavailable review does not change the validated version.
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gripforge_scene_write
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
input · no output
gripforge_server_create
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 proc
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gripforge_server_delete
HIGH IMPACT. Stops the instance and deletes the server. Requires confirm=true. Owner only.
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gripforge_server_deploy
Create a Docker instance for this server and start it. Local demo uses a real container (python heartbeat unless a custom image is set). Mutating.
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gripforge_server_events
Activity feed: server.created, server.ready, player.joined, match.started, …
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gripforge_server_get
Read one dedicated server, its instance, engine/networking detection and integration status.
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gripforge_server_list
List dedicated game servers in the workspace with current status and latest instance.
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gripforge_server_logs
Stdout/stderr from the runtime provider (Docker logs). Not stored in SQL.
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gripforge_server_metrics
CPU, memory, network counters and player count from the metrics provider.
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gripforge_server_restart
Restart the running instance. Mutating.
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gripforge_server_scale
Update desired max players. Does not resize cloud hardware (Docker provider has no node pool). Mutating.
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gripforge_server_start
Start the existing instance. Mutating.
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gripforge_server_stop
Stop the running instance. Mutating.
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gripforge_settings
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/
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gripforge_shader_pull
Pull a catalog shader (id or alias like slash_reveal) for godot | unity | three. Returns file contents + assignment snippet (Godot ShaderMaterial / Unity Material / Three ShaderMat
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gripforge_shaders
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.
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gripforge_shield_export
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
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gripforge_shield_vfx
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 i
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gripforge_style
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 generatio
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gripforge_style_kit
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
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gripforge_terrain_map_use
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
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gripforge_texture_prep
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
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gripforge_vehicle_doors added
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 cle
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gripforge_vehicle_finish
Repair generated automotive surfaces. Preferred: source (immutable static GLB with Body/Wheel_* groups) + repair recipe queues a persistent Blender job; guided glazing/panel region
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gripforge_vehicle_orient
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 + Thre
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gripforge_vehicle_schema
Read the concept-first vehicle recipe, canonical parts, hinge convention, limits, quotes and revision workflow.
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gripforge_vehicle_segment
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. 4
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gripforge_vfx
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/
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gripforge_vfx_generate
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,
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gripforge_vfx_preview
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.
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gripforge_vfx_project_generate
ADMIN ONLY. Text/image -> durable generation job -> original geometry/shaders -> actual GripForge rendering -> visual critique/correction -> workspace work revision. Returns immedi
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gripforge_vfx_project_promote
ADMIN ONLY. Explicitly promote work after a trusted positive review matching this source, dependencies and renderer. expectedCurrent is the existing validated revision, or null.
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gripforge_vfx_project_read
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
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gripforge_vfx_project_render
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 a
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gripforge_vfx_project_review
ADMIN ONLY. Queue a fresh GripForge capture and independent visual review without writing another source revision. Poll gripforge_generation_read; inspect its preview, then explici
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gripforge_vfx_project_schema
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 sou
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gripforge_vfx_project_write
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 gr
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gripforge_viewmodel_kit
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 s
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gripforge_weapon_motion
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 pa
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gripforge_weapon_motion_review
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 technicalPa
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gripforge_weapon_profile
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 gripfo
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gripforge_world_backup
Not implemented. Returns 501. Mutating.
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gripforge_world_deploy
Not implemented. Returns 501.
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gripforge_world_list
Worlds stored for the workspace or a server’s project. Empty until worlds are implemented.
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gripforge_world_restore
HIGH IMPACT. Not implemented. Returns 501.
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Verify it yourselfnpx teppi-check https://gripforge.ai/mcpcurl -s https://api.teppi.xyz/v1/trust/mcp/mcs_01M2Z1A486VW1M1RZSHNHSFC8R