About io.github.gripforgeai/mcp
io.github.gripforgeai/mcp is an MCP server published by gripforgeai in the Developer Tools category: attach weapons and props to rigged 3D characters: hand-bone detection, fist close, engine binds.
The repository has 4 stars and 1 forks, with the last commit 17 hours ago. Recent commit activity is the strongest signal that reported issues will get attention.
Install
claude mcp add io-github-gripforgeai-mcp -- npx -y @gripforgeai/mcpnpx -y @gripforgeai/mcpThis server has no ConduID identity, so agent calls to it are not receipted. Pin the version you install and review the source before granting it credentials.
Tools (75)
getAttachmentFrameSkeleton attachment frame. Outward = R_Thigh−L_Thigh (right) or opposite (left). Up = Knee→Hip / Ankle→Knee. No Euler.
Parameters not published.
getWearableFrameAnalyze a wearable once: up, bodyFacing, outward, anchor. Never rotate X = 180°.
Parameters not published.
gripforge_aimAim-offset poses for a Library character/armed bind (0 credits): for each hand, two-bone IK + wrist alignment so the WEAPON AXIS (gf_muzzle locator from gripforge_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. Works for dual wield (independent hands) and any Mixamo/UAL/Tripo rig. out_dir writes aim.json.
Parameters not published.
gripforge_animateRetarget the standard clip pack onto a Mixamo-named Library character/enemy/armed bind. In a Game Kit project gripforge_gamekit_creatures runs it for free on every bound creature, and gripforge_game_audit lists the models still lacking movement or action clips. Base slots (idle, walk, run, attack1-3, hit, death, dodge) + extras (taunt, stinger, knockback, block, jump_start/loop/land, idle_guns, shoot, reload, aim, crouch_idle, crouch_walk, knife). archetype remaps the base slots: sword (default), claws (zombie scratch), heavy (slow + heavy combo), brawler (punches), puppet (stiff walk + throws), operator (CS-style: knife/punch strikes). 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.
Parameters not published.
gripforge_attachAttach a prop (sword, shield, gun, staff/scythe…) onto a rigged character.
Parameters not published.
gripforge_audio_kitSearch locker + Community SFX by description/tags (gunshot, ui, magie, pas, dinosaure…). Hits include description + use[]. Community: clone then pull. out_dir downloads matched files. Free to search.
Parameters not published.
gripforge_bossCreate a playable boss: stats, phases, attacks bound to anim-pack slots, arena, engine snippets.
Parameters not published.
gripforge_bot_kitAI opponents for the Godot FPS: navmesh bots (patrol/hunt/shoot, reaction time + aim error, respawn) driven by one autoload; they reuse the player scene under server authority so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.
Parameters not published.
gripforge_buildBuild the Godot game and register the version in the workspace: smoke test (GF_SMOKE=1, script errors fail the build), headless export for the preset (macos | windows | linux | web; presets written into export_presets.cfg when missing), zip, upload as a Library
Parameters not published.
gripforge_capeCape rig: 3-column bone grid on neck/spine, skins the cape, bakes attached_cape.glb + Godot spring / Three verlet snippets.
Parameters not published.
Show all 75 tools
gripforge_character_conceptsThree 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).
Parameters not published.
gripforge_concept_correctTurn 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.
Parameters not published.
gripforge_fontGoogle-font CSS + exact HUD copy (stylish action: Cinzel D–SSS, kart: Teko, tactical FPS: Barlow Condensed). Put letters in HTML — do not rasterize. 0 credits.
Parameters not published.
gripforge_formatsList supported mesh formats, grip styles and hands. Also reports this MCP client version vs latest.
Parameters not published.
gripforge_fps_kitReusable tactical FPS engine for web and Godot. Get resolved rules/map, validate asset dependencies or export runtime files. Same weapon, animation, grenade, bot and bomb rules in both targets. Offline bots; no network claim. Persist edits with gripforge_kit. 0 credits.
Parameters not published.
gripforge_generate_characterCREATE a Mixamo T-pose auto-rigged character or enemy and save it to Library.
Parameters not published.
gripforge_generate_propCREATE a game-ready prop GLB (kart, crate, banana, barrier…) and save it to Library as kind=prop. Default Meshy, no T-pose, no rig. polycount default 4000. Quoted against the shared subscription, or 10 GripForge credits if it cannot cover the complete operation. Returns a durable job_id; poll gripforge_generation_read. provider=compute (GripForge Compute, only when asked): stage=quote (free) then stage=generate with quote_token + confirm=true; router type, size, several assets (items), text → four images to validate (gripforge_compute_validate) unless auto_pick; returns studio_url.
Parameters not published.
gripforge_generate_weaponCREATE a game-ready weapon GLB (knife, gun, sword) and save it to Library as kind=weapon.
Parameters not published.
gripforge_gunfx_kitGun feedback for the Godot FPS: muzzle flash, tracer, impact sparks + bullet-hole decal, blood spray (+ wall splat). One procedural autoload GfGunfx (no textures) fired by the net kit through a shot_fx RPC after the server raycast, misses included. Presets competitive (default) / arcade / subtle. 0 credits.
Parameters not published.
gripforge_hand_checkVerify that a rigged character\
Parameters not published.
gripforge_hand_rigComplete a rigged Library character with finger bones (3 phalanges × 5 fingers per hand, Mixamo names) built from its hand mesh — no provider rigs fingers, so without this a hand cannot close on a weapon and pistol/knife clips have nothing to drive. New characters get it automatically in gripforge_generate_character; use this on characters generated before. Updates the item in place. 0 credits. Then re-run gripforge_animate.
Parameters not published.
gripforge_hitboxBody capsules + weapons[] (one per gf_prop_ wrapper) from a Library character, armed bind or loadout. 0 credits.
Parameters not published.
gripforge_hudRequired completion gate: action=workflow stays ready=false until a current runtime capture passes all artistic criteria. After screen_assets/assembly, submit screen_item (or design/project), renderer_version, capture_item, capture and the authorized review_budget; workflow schedules the reviewer automatically. Poll workflow; correct and recapture if changes_requested. No paid retry loop. Genre-independent workflow: pass design (from plan, edited) WITHOUT project to get/quote/concept/review_quote/review. get returns the normalized design hash; quote then concept returns reference_item. For review supply design, reference_item, renderer_version (fingerprint of actual presenter/build including styles/assets/dependencies), capture_item and capture. Forward exact quote.next and poll the generation job. This reviews an immutable snapshot; compare returned identity with current files before reusing the result. No installed kit or per-genre adapter is needed for concept/review. Project mode remains available: Artistic QA: get returns renderer_version and latest review. Upload a fresh HUD viewport screenshot to the private Library, call review_quote with capture_item/capture, forward exact next to review and poll its job. Re-read get: only current approved review validates that capture/state; preview cannot validate game contrast. Reusable HUD design: action templates/plan/get/apply/quote/concept uses HUD Studio v2 + hud.tactical + ui.theme; concept is a durable per-game AI reference. Live web adapters: FPS hud.tactical, or a shared document presenter for health/mana/XP bars, currencies, quest trackers, panels, text and images using explicit bindings. Other widgets and native document presenters require integration. Omit action for legacy. Survivor HUD kit: hud.json + cartoon PNGs + Godot .tscn + Three / Unity / Unreal snippets.
Parameters not published.
gripforge_hud_barForge an original themed health-bar frame+fill PNG pair (genre/materials, not a specific game).
Parameters not published.
gripforge_input_kitInputMap presets: fps (WASD + arrows on move_*) or kart (accelerate/brake/steer + standard gamepad RT/LT/stick, same indices as the web Gamepad API). Write gripforge/input.json, autoload GfInput. Optional third_person=true adds portable character-facing JavaScript and a Three.js adapter; orientation only, not a physics controller. 0 credits.
Parameters not published.
gripforge_kitRead and compose reusable game engines. list/get return manifests and GameRules; create/patch persist rules and asset slots in the authenticated workspace. FPS rules are shared by Godot and web. Existing vehicle kits remain supported.
Parameters not published.
gripforge_levelPlan a playable level from a prompt (0 credits): rooms placed in metres (entrance, combat rooms, junctions, key/lock, boss antechamber + boss room, treasure, secret room), connections, critical path, shortcuts, and gameplay spawns (player/packs/boss/rewards). Same seed → same level. Pair with gripforge_scene_kit for dressing props and gripforge_style_kit for enemies.
Parameters not published.
gripforge_library_getGet one Library item (metadata + signed file URL). A forged mesh shows its game-ready verdict first (meta.gameReady: ready, missing checks; meta.collider). A GripForge Compute asset also returns `compute` {edit_url, family: original + colour / material / polygon versions}.
Parameters not published.
gripforge_library_listList the GripForge Library locker (characters, enemies, weapons, props, textures, HUD, buttons, binds). Filter by kind and/or game style. Every item carries `rank` {score/100, grade A–D, reasons}: fitness for a GripForge game; sort=rank lists the best fit first. engine filters on the generator: engine=compute lists GripForge Compute assets (manufactures and variants), each with a `compute` block {level scene/detail, family, triangles, edit_url, file_url}.
Parameters not published.
gripforge_library_optimizeDerive 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.
Parameters not published.
gripforge_library_pullDownload a Library item into the open repo. This is the sync: writes bind.json and/or the mesh next to the working tree.
Parameters not published.
gripforge_library_pushUpload a local file into the GripForge Library locker (character, weapon, prop, texture, HUD, or bind).
Parameters not published.
gripforge_library_tagAdd a game look to tags so style_kit can find the item. Does not overwrite grip style melee/gun.
Parameters not published.
gripforge_light_kitMoon / sun / candle lights + fog + Three.js snippet for a game look. 0 credits. Pair with scene_kit.
Parameters not published.
gripforge_loading_pageLoading overlay for Three/Godot/Unity/Unreal. project_id uses persistent quoted generation: action quote → accept → get → apply, with creation_id and quote_token. Title is text. Overlay 0 credits. Pass character_id to generate a 16:9 cinematic still of that Library character (1 credit, no letters in the image).
Parameters not published.
gripforge_loadoutBuild a multi-weapon character in ONE call: attaches every prop of every set onto the same rig,
Parameters not published.
gripforge_map_analyzeREAD a map concept image like a level designer (GPT-5 vision): counts doors, windows, stairs, domes, awnings, crates, vehicles, palms + wall height, elevation levels, palette. Stored on the plan item (meta.analysis) — the traced dressing then uses the counts as QUOTAS so the greybox carries exactly what the concept drew. Run after gripforge_map_concept.
Parameters not published.
gripforge_map_conceptAI-DRAW a map layout: gpt-image-2 generates a top-down plan schematic (white walls on black) + a 3/4 greybox concept render, auto-traces the plan into MapPlan wall boxes, saves both to the Library. Reuse via gripforge_map_plan { item } or https://gripforge.ai/map-plan?item=lib_…&greybox=1. Alternative to the code presets when the layout should come from an image.
Parameters not published.
gripforge_map_decorAI street-dressing sheet for AI-traced maps: gpt-image-2 draws a 3x2 TRANSPARENT sheet of weathered street posters, saved to the Library. Pass plan_item to link it — the traced dressing already pastes poster quads at eye height on facades, and map-plan/map-export embed the linked sheet automatically. Realism layer over gripforge_map_concept.
Parameters not published.
gripforge_map_exportExport the dressed FPS map as ONE engine-ready GLB: merged textured meshes named <family>-col (Godot builds trimesh colliders on import), metric UVs, ground slab. Pair with a NavigationRegion3D bake. 0 credits.
Parameters not published.
gripforge_map_lookReproduce a reference still of the built-in reference map without copying pixels: camera + volume/prop/wire ids. shot=shot21a (A site), shot1a (spawn), shot5a (catwalk). LINK only, never Meshy image-to-3d. Pair map_plan. 0 credits.
Parameters not published.
gripforge_map_matchstage=match — the reference-constrained loop: renders the greybox top-down orthographic (the concept camera), compares it to the stored reference diagram (IoU, missing/extra %, per-quadrant errors), and with iterate=true grid-searches the tracer parameters and PERSISTS the best-scoring plan (manual spawns kept). Chain: map_concept -> map_analyze -> map_match -> map_paths -> map_export.
Parameters not published.
gripforge_map_pathsWALKABILITY report of a traced greybox: free-space grid, connected regions (sealed pockets), spawns validated/snapped onto the main region, T-to-CT path length + tightest corridor width + waypoints. Read it before shipping a map — spawns-in-walls and unreachable areas show up here.
Parameters not published.
gripforge_map_planFor original competitive 5v5 maps use target=tactical: fixed modular greybox, controller/bot paths, sightline/timing reports and diagnostic links. Optional art_profile applies reusable PBR harbor facades without changing gameplay collision. Human playtests required. Legacy FPS/bomb map. Interprets overhead as 3D compound (hollow rooms, corniche, A plat+pit, arches, vaulted tunnels, sidewalks). Preview https://gripforge.ai/map-plan?prompt=bomb%20defusal. Pair gripforge_map_props + gripforge_map_wires. 0 credits. Dungeons: gripforge_level.
Parameters not published.
gripforge_map_propsFPS map callout props (A/B crates, mid/long doors, palms, cover boxes). Matches locker. Pair with gripforge_map_plan. Preview https://gripforge.ai/map-plan?prompt=bomb%20defusal. 0 credits.
Parameters not published.
gripforge_map_reconstructHierarchical FPS reconstruction: classified reference stills (LINK) → MapGraph → greybox (no props) → zone parts → camera match → dress (original textures + map_props + map_wires). prompt e.g. Reconstruct map: desert bomb-defusal map with two sites. stage=collect|graph|greybox|zone|dress|all. A known map stays its owner\
Parameters not published.
gripforge_map_refsReference stills of a known map the user names (A/B sites, mid, tunnels). HTTPS links, copyright of their owner — reference only, never Meshy image-to-3d. live=true HEAD-checks. 0 credits.
Parameters not published.
gripforge_map_texturesOUR texture pipeline (not a black-box retexture): generates 5 seamless tileable surfaces FROM the concept (4 wall variants + ground stone), conditioned on a street-level view and the analysis palette. Linked to the plan (meta.texture_items) — map-export embeds them with computed normal maps instead of the stock stucco files. The tiling-killer step after map_analyze.
Parameters not published.
gripforge_map_wiresSagging electrical cables for an FPS map: two anchors + sag + strands. Not a generated mesh. Pair with gripforge_map_plan. Typical spans: spawn yard, catwalk, mid, A site. 0 credits.
Parameters not published.
gripforge_match_kitListen-server match contract: party size, teams, maps, ranked flag, join-by-IP. Write match.json + autoload GfMatch on top of GfNet. GripForge does not host a queue. 0 credits.
Parameters not published.
gripforge_menu_kitFront-end for a multiplayer FPS: main menu (host/join/quit), lobby listing connected peers where only the host starts, and an in-game HUD (health, round timer, score, weapon, kill feed) fed by replicated state. Pairs with gripforge_net_kit. 0 credits.
Parameters not published.
gripforge_navmeshWalkable XZ AABB + pillar holes for a scene_kit room. JSON clamp, not a baked navmesh. 0 credits.
Parameters not published.
gripforge_net_kitGodot 4 multiplayer (ENet): GfNet autoload host/join/spawn with server-side hit validation, gf_round.gd for the round + bomb, MultiplayerSpawner/Synchronizer wiring. 0 credits.
Parameters not published.
gripforge_performanceAnalyze measured game performance: FPS, frame times, CPU/submission work, draw calls and network latency.
Parameters not published.
gripforge_renderServer PNG preview of a Library GLB so the agent can see pose/attach without a browser.
Parameters not published.
gripforge_rest_poseLower arms from T-pose until they would clip this mesh. Saves arms-down rest (clip idle). Armed binds keep weapons in the hands. 0 credits.
Parameters not published.
gripforge_retargetConvert clips from skeleton A (source_id) onto skeleton B (target_id). Saves kind=animation.
Parameters not published.
gripforge_scene_kitLocker props for a game look plus a suggested layout (metres, Y-up). Call after style_kit. Empty slots → generate that dressing prop, tag it, retry.
Parameters not published.
gripforge_screen_assetsCut the sprites of an analysed screen out of its own concept image (buttons, panels, icons, background) with 9-slice margins, and write them next to the layout. Cutting is not an artistic approval: returns a required workflow gate. Assemble, capture the actual renderer, then call gripforge_hud workflow to run the reviewer. 0 credits for cutting.
Parameters not published.
gripforge_screen_backgroundClean backdrop for an analysed screen: inpaints the interface away (mask built from the layout rects) so the art no longer carries buttons and text baked in. 1 credit.
Parameters not published.
gripforge_screen_conceptRebuild a UI screen from a concept image: vision pass returns every button/panel/label with a normalised rect, colours and action; gf_screen.gd renders it as real Godot controls at any resolution. Saved in the Library (kind concept, category ui). 1 credit.
Parameters not published.
gripforge_screen_iconsRedraw the icons of an analysed screen as clean TRANSPARENT PNGs (crops carry the panel behind them and cannot be reused). Uses each crop as the reference so the symbol stays the same. 1 credit per 4 icons.
Parameters not published.
gripforge_shader_pullPull a catalog shader into the open repo and return an assignment snippet.
Parameters not published.
gripforge_shadersList shaders from the GripForge catalog (authorized GodotShaders.com mirror).
Parameters not published.
gripforge_style_kitResolve a game look the user names (
Parameters not published.
gripforge_terrain_conceptsThree concept pictures of a level (aerial three-quarter view, readable layout) BEFORE any 3D: pick one, then build the terrain from it in the Terrain Studio (the picture is read into a LevelIntent) or pass its id as concept_item. Each image is a Library concept item. 1 credit per image (default 3).
Parameters not published.
gripforge_texture_prepPrep a game texture (terrain / props): optional 50% wrap + seam blend, then a faithful
Parameters not published.
gripforge_vehicle_finishRepair 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.
Parameters not published.
gripforge_vehicle_orientYaw so a kart/vehicle GLB nose is local +Z (Meshy often faces +X). Then heading = yawToward(tangent) = atan2(fx, fz). Pass Library id. 0 credits.
Parameters not published.
gripforge_vehicle_wheelsSplit the 4 wheels out of a fused kart/car GLB so they can spin: Wheel_FL/FR/RL/RR nodes, hub pivots, extras gf_wheel {radius, radiusMeters, axle, spin}. Geometric cut (cylinder + plane, seam invariant under rotation, capped). normalize=true also puts the nose on +Z, the real size in metres and the wheels on y = 0 (works on a vehicle already split). 0 credits. apply=false → analysis only.
Parameters not published.
gripforge_vfxADMIN ONLY. Generate + export 3D slash/thrust/spin VFX on an existing Library bind, or a world-space fire meteor (head + trail + impact). Pass prompt to fill type/style/color/emitters. Returns studio_url to edit the saved effect in GripForge, workspace_id, GLB, PNG, vfx.json + snippets. Refused for non-admin keys.
Parameters not published.
gripforge_vfx_generateADMIN 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.
Parameters not published.
gripforge_vfx_previewADMIN ONLY. Evaluate the VFX timeline at time t (t=0 empty). No credits. Play/scrub pose.
Parameters not published.
gripforge_viewmodel_armsFirst-person arms cut out of a rigged + animated Library character (animation kit preferred): keeps the skeleton, the 23 clips and the materials, drops every triangle that is not skinned to the arm chains. The player then sees the same gloves/sleeves the others see on the body, and weapons attach on RightHand with the gripforge_attach binds. New Library item. 0 credits.
Parameters not published.
gripforge_viewmodel_kitCS-style FPS viewmodel: arms + gun under Camera3D/Hold. Write viewmodel.json + gf_viewmodel.gd. 0 credits.
Parameters not published.
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