MCP serverio.github.gripforgeai/mcp
Turn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.
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
| Tool | Schema |
|---|---|
| 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. |
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| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
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| 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. |
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| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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. |
input · no output |
| gripforge_match_list Matches recorded for a server (SDK or API). |
input · no output |
| gripforge_match_stop Marks the match ended. Mutating. |
input · no output |
| 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 |
input · no output |
| 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. |
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| 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. |
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| 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. |
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| 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 |
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| gripforge_project_get Read a dedicated-server project (gpj_…) in the authenticated workspace. Not a Library asset. |
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| 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 |
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| 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. |
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| 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 |
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| 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. |
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| 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 |
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| 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 |
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| 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. |
input · no output |
| 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. |
input · no output |
| gripforge_server_events Activity feed: server.created, server.ready, player.joined, match.started, … |
input · no output |
| gripforge_server_get Read one dedicated server, its instance, engine/networking detection and integration status. |
input · no output |
| gripforge_server_list List dedicated game servers in the workspace with current status and latest instance. |
input · no output |
| gripforge_server_logs Stdout/stderr from the runtime provider (Docker logs). Not stored in SQL. |
input · no output |
| gripforge_server_metrics CPU, memory, network counters and player count from the metrics provider. |
input · no output |
| gripforge_server_restart Restart the running instance. Mutating. |
input · no output |
| gripforge_server_scale Update desired max players. Does not resize cloud hardware (Docker provider has no node pool). Mutating. |
input · no output |
| gripforge_server_start Start the existing instance. Mutating. |
input · no output |
| gripforge_server_stop Stop the running instance. Mutating. |
input · no output |
| 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/ |
input · no output |
| 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 |
input · no output |
| 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. |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| gripforge_vehicle_schema Read the concept-first vehicle recipe, canonical parts, hinge convention, limits, quotes and revision workflow. |
input · no output |
| 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 |
input · no output |
| 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/ |
input · output |
| 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, |
input · no output |
| 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. |
input · no output |
| 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 |
input · no output |
| 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. |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| 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 |
input · no output |
| gripforge_world_backup Not implemented. Returns 501. Mutating. |
input · no output |
| gripforge_world_deploy Not implemented. Returns 501. |
input · no output |
| gripforge_world_list Worlds stored for the workspace or a server’s project. Empty until worlds are implemented. |
input · no output |
| gripforge_world_restore HIGH IMPACT. Not implemented. Returns 501. |
input · no output |
Verify it yourself
npx teppi-check https://gripforge.ai/mcpcurl -s https://api.teppi.xyz/v1/trust/mcp/mcs_01M2Z1A486VW1M1RZSHNHSFC8R