Skip to content
Official MCP RegistryListed

GripForge

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

First seen 2 Oct 2026. Evidence as of 2 Oct 2026.

179
Tools
From an anonymous probe
1
Source listings
Each with its own history
0
Recorded changes
Since first seen

Tools

ToolDescriptionBehaviour
getAttachmentFrameReturn 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.Read-only
getWearableFrameAnalyze an armor asset once: up, bodyFacing, outward, anchor. Never returns rotate X = 180°.Read-only
gripforge_abilitiescombat.abilities: inspect schema, get an editable Chrono Crab example, validate a pack or export executable Three.js, Godot, Unity and Unreal source adapters. Shared costs, cooldowns, conditions, targeting, windup/active/recovery and presentation cues. Native adapters require the game combat backend and asset bindings. Returns relative path/content files; no rig/animation/VFX generation or automatic installation. Persist through gripforge_gamekit_configure config.pack or project data. 0 credits.Read-only
gripforge_abilities_generateA hero's abilities ready to play in Character Studio: the kit (role, lane, basic attack, passive + Q/W/E/R with type, range, cooldown, cost, effect, VFX brief, cast animation) from a hero concept or written from one sentence; the basic attack and Q/W/E/R casts animated with NVIDIA Kimodo on the rigged character; and the gripforge.abilities/1 pack (targeting, damage/heal, timings) bound to those clips and stored on the result. Call stage=plan first (free) and show the abilities and price (1 credit per clip, 5 for a kit); then stage=build with the returned kit. Poll gripforge_generation_read with job_id; result.studio_url opens the Abilities tab. Numbers are starting values, not a balance pass; VFX lines are briefs for gripforge_vfx_generate.Changes data
gripforge_ability_vfxWrite and bind a cast effect for each ability of a Game Kit project that has none: an area gets a ground shockwave, a line a bolt and its trail, an arc a sweeping crescent, a self cast a rising aura; colour from the ability's words (fire, frost, wind, holy…), size from its range, ultimates larger. The project needs the fx.ability_vfx kit (the moba preset installs it) and an abilities collection (gripforge_moba_roster writes it). Effects are procedural sources saved as VFX items and bound to ability_vfx:<ability id>, immediately. replace: true rewrites the existing ones; abilities limits to some ids. A hand-made or generated VFX bound to the same slot takes over. 0 credits.Changes data
gripforge_aimAim-offset poses for a Library character/armed bind (0 credits): per hand, two-bone IK + wrist alignment so the WEAPON AXIS (gf_muzzle locator from loadout, else the seat forward) points at every direction of a yaw×pitch grid. Returns bone-local quaternions per pose + rest, and a Three.js/Godot blend snippet. Dual wield ready (independent hands).Read-only
gripforge_animateRetarget the Universal Animation Library pack onto a Mixamo-named Library character/enemy/armed bind. Base slots + extras (taunt, stinger, knockback, block, jump_start/loop/land, idle_guns, shoot). archetype remaps the base slots: sword (default), claws, heavy, brawler, puppet. Opt-in slots fire_breath (mouth exhalation) and energy_cast (two-hand azure wave) use the Studio VFX character motions. Saves kind=animation. 0 credits.Changes data
gripforge_architecture_schemaRead the reusable Meshy building and district contract, example, limits and plan → build workflow. Separate immutable Library assets, scene instances and shared SceneDocument. No paid generation.Read-only
gripforge_armor_generateQueue a durable armor-kit job: one shared concept, isolated Imagine references, Meshy PBR models, bounded Blender interior preparation and paired GLB exports, then actual GripForge wearer review. Types: helmet, chest, belt, pauldron, bracer, glove, thigh, greave, boot, upperarm, gorget, tasset, undersuit. coverage=full adds a durable anatomical decomposition of the concept, rejects missing planned roles before mesh generation and records per-instance coverage fits. A piece count alone never proves body coverage. The optional undersuit is a locally manufactured adaptive textile which retains each wearer’s skin weights. Meshy pieces cost 11 credits per canonical type; the textile has no image/mesh charge. A new concept costs 1 credit; mirrors are included. concept_item must be an owned Library image. source_kit + explicit pieces regenerates only those types into a NEW work kit and pins unchanged pieces. Closing the call/page does not cancel. Poll gripforge_generation_read. Success is a work version, never automatic visual approval. The result includes a Grip Studio link, review scene, concepts, source models and Blender source.Changes data
gripforge_armor_readRead an owned kit manifest, semantic slots and immutable piece revisions. Equipment and instances remain independent. Returns the Grip Studio link. To correct selected types, call gripforge_armor_generate with source_kit and pieces.Read-only
gripforge_armor_repairFork a failed/cancelled armor job into a new work kit. Preserve completed pieces and the exact shared concept; recreate only unfinished types by default. Optional pieces chooses types explicitly. Use prompt for targeted corrections. Original checkpoints and artifacts remain intact. Costs 11 credits per regenerated canonical type (plus a concept credit only if none survived). Use generation_retry instead for a transient provider or worker error to reuse the exact same steps without another charge.Changes data
gripforge_asset_cloneCopy a published Community asset into the connected workspace. Assets and armor sets are free by default. Only an explicit creator price is charged, using paid credits. Repeated takes are not billed again but may create another copy: reuse an existing workspace id when possible. Returns the private Library item and signed file URL. Download it with gripforge_library_pull, then import into the actual game.Changes data
gripforge_asset_searchSearch actual asset models, materials and animations, independently of Game Kit modules. Returns provenance, import requirements and Library ids. Results are ranked best first by fitness for a GripForge game (score/100, grade A–D, reasons: triangle budget for the target, rigged and clean rig, clips, empty-handed characters, attachable weapons, classified, file size, adoption); `best` is the top pick across sources. Prefer grade A/B; read the reasons before choosing a C/D. Search both sources before manufacturing missing roles. An empty kit search does not mean there are no assets. Search is free; never substitutes proxy geometry for finished models.Read-only
gripforge_attachAttach a prop (sword, shield, gun, staff/scythe…) onto a rigged character. Finds the hand bone across naming schemes, scales the prop to the character, seats the grip, closes the fist, and returns a bind + ready-to-paste Three.js / Unity / Godot snippets. Pass Library ids (character_id / prop_id) or https URLs. attach_id reuses an existing armed bind GLB as the character. prop_id_2 attaches a second held item (off-hand) onto the first result. The bind (+ armed GLB when export_glb) is saved in Library — not a second credit. To write files into an open repo, use the npm MCP package gripforge_library_pull.Changes data
gripforge_audio_kitSearch locker + Community audio. Prompt matches name, description, tags and use (gunshot, ui, magic, footsteps, announcer, dinosaure, magie, pas…). Each hit has id, description, use[], pack, file_url. Community hits: clone with /api/v1/community/{id}/clone (free unless the creator sets a price in credits) then pull. Free to search.Read-only
gripforge_blender_fabricateQueue a bounded Blender recipe, never arbitrary Python. Saves GLB and .blend in the workspace as an unvalidated work version with a shared Scene Studio link. Read gripforge_scene_schema for recipe fields. Supports original primitive/custom meshes, PBR colors and keyed transforms. Poll gripforge_generation_read; final visual approval must use GripForge rendering, not Blender screenshots.Changes data
gripforge_bossCreate a playable boss for a game look: stats, phases, attacks bound to anim-pack slots, arena, and Three / Godot / Unity / Unreal snippets. Kit is 0 credits. Reuses a locker enemy when one exists. Pass character_id to bind a Library mesh. Pass generate=true to forge a NEW kind=enemy boss mesh (10 credits, 2–8 min) — only if style_kit / locker is empty. Then gripforge_animate(archetype) + gripforge_hitbox. Name stays text.Changes data
gripforge_bot_kitNavmesh bots as server-owned player scenes so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.Read-only
gripforge_build_deployNot implemented. Returns 501 until artifact upload exists.Changes data
gripforge_build_getRead one game build. Upload/deploy of Linux dedicated artifacts is not implemented yet.Read-only
gripforge_build_listList game_builds (not Godot kit zips at /api/v1/builds).Read-only
gripforge_build_rollbackNot implemented. Returns 501. Mutating / production-sensitive.Destructive
gripforge_capeCape rig v2: generates a 3-column bone grid (gf_cape_c*r*) anchored to the neck/upper-spine bone, skins the cape mesh onto it (vertical blend × gaussian columns), and bakes attached_cape.glb (character + skinned cape). The cape then ANIMATES: run the returned Godot script (spring bones, attach to the Skeleton3D) or the Three.js verlet snippet — the engine simulates, the bind carries structure + suggested spring params. Inputs: Library ids (lib_…) or https URLs of GLBs. CONSUMER RECIPE — (1) call with character_id/cape_id; (2) download the baked glb from library.file_url; (3) drop cape-godot.gd next to it and attach to the Skeleton3D node. 1 credit.Changes data
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).Changes data
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. Hosted MCP takes https file_url.Changes data
gripforge_creature_analyzeQueue multiview mesh inspection and vision anatomy detection for an OWNED GLB. Detect actual body, legs, arms, claws, wings or tail without imposing a humanoid/eight-leg template. Returns a persistent job_id. Poll gripforge_generation_read with include_preview=true for the annotated views, editable profile and uncertainty flags. No rig mutation. 0 GripForge credits; configured server vision/Blender required.Changes data
gripforge_creature_rigCreate a NEW private draft character/enemy from a completed creature analysis and optional corrected anatomy. Blender builds the skeleton, surface-smoothed skin weights and procedural starting/diagnostic clips. Grounded leg chains get in-place walk/run with IK. Returns job_id; poll gripforge_generation_read for the Character Studio link, skinned GLB, editable .blend, anatomy and deformation report. Never automatically replaces or validates the source. Every anatomy proposal requires explicit review; use generation_cancel/retry to control durable work. Finger/facial authoring and finished combat choreography are outside v1. 0 GripForge credits.Changes data
gripforge_creature_rig_schemaRead the reusable creature anatomy/rig workflow, coordinate contract, limits and export formats. Detect anatomy before authoring; source GLB, asset instances and draft rig stay separate. Blender is the worker, GripForge is the review renderer.Read-only
gripforge_flexible_chainQueue a persistent 240 Hz XPBD simulation using GripForge Scene Engine. Read flexible_chain_schema first. recipe version=1: preset whip|rope|tail, duration<=10s, fps=30|60, physics {length,segments,damping,bendCompliance,gravity,radius,floor,iterations}; choose motion [{time,position,direction,capsules}] OR source {asset:{assetId,revisionId},clip,mount_node,offset,axis,colliders}. Source assets are immutable and workspace-scoped. Returns a job ID; poll generation_read for a new draft skinned-chain GLB, sampled joints, recipe, physics metrics and Character Studio link. This is a neutral physics preview, not a Meshy weapon redesign or automatic rebind of the source weapon. No runtime world collision or seamless loop guarantee. Cancel/retry keeps completed steps. Does not replace or visually validate an existing asset. 0 credits; storage quota applies.Changes data
gripforge_flexible_chain_schemaRead the bounded recipe schema for the shared FlexibleChain solver. Presets: whip, rope, tail. Input can follow an exact named mount in a pinned GLB animation or sampled world-space motion. Includes units, collision capsules, limits and a runnable example.Read-only
gripforge_flexible_weapon_schemaRead the bounded recipe and concept-first workflow for Meshy + Blender flexible weapons, costs, pinned component reuse and source animation requirements.Read-only
gripforge_fontGoogle-font CSS + exact HUD copy for a game look (DMC: Cinzel D–SSS, kart: Teko, CS: Barlow Condensed). Put letters in HTML/Text nodes. Do NOT rasterize ranks, km/h, or HUD numbers with an image model. 0 credits.Read-only
gripforge_formatsList the mesh formats and grip styles GripForge supports.Read-only
gripforge_fps_animationQueue a persistent Blender job for paired FPS arms and an articulated pistol: idle, draw, fire, tactical reload and empty reload. Recipe: {version:1,preset:"pistol",name:"Pistol FPS",tempo:1}; tempo 0.7–1.3. Returns job_id immediately; poll gripforge_generation_read for the private Library asset, .blend source, event markers and Character Studio FPS link. Generated variants are work revisions, never automatically validated. Use gripforge_generation_cancel/retry; completed steps survive closing the page.Changes data
gripforge_fps_kitReusable FPS rules, map and runtime exports for Godot and web: weapons, reload markers, viewmodel, camera, bots, grenades and bomb rounds. Offline bots. Persist changes with gripforge_kit. 0 credits.Read-only
gripforge_game_broadcastRequires the Unity SDK. Currently returns 501. Never runs a shell on the host.Changes data
gripforge_game_capabilitiesReport the capabilities a Game Kit project provides, what is still missing for a goal (a preset id from gripforge_gamekit_search or a comma-separated list of capabilities) and which catalogue kits would fill each gap. The installed kits (gripforge_gamekit_installed) come first; call this BEFORE gripforge_gamekit_install to pick the next kit. 0 credits.Read-only
gripforge_game_conceptsConcept art for a whole game, reused before generated. Use it when a user asks for a game "like God of War", "a GTA", "a Zelda": call stage=plan with the game they named. The plan lists concepts that already exist for that game (GripForge community catalog or the workspace) and theme assets already in the library: reuse them first. It then prices the missing concepts: one style bible, heroes and bosses one image each (MOBA and hero games: each hero with its ability kit and ability icons, see hero_kits), enemies, NPCs, weapons, vehicles, buildings, props and VFX in sheets of 6 cut automatically, textures in sheets of 2 turned into seamless 1024 px textures. Show the plan and price to the user; only call stage=build with a budget after they agree. Concepts are private review images; nothing is sent to 3D. The plan also returns ambient_kits: the kits of the theme's atmosphere (weather, lighting, snow tracks) with their config; install them in the game project next to the blueprint's gameplay kits.Changes data
gripforge_game_creationThe website and CLI share this saved 3D game creation workflow. Ask which engine (Unity, Godot, Unreal, Three.js) if unspecified; do not choose silently. create saves a brief without spending. quote(operation=plan) estimates AI preparation, accept(quote_token) starts its durable job ONLY after user approval of the shown price. get returns a persistent operation log, slots, studio_url and the same project to resume. Planning can select an appropriate preset OR compose real engine-compatible modules. A missing preset never means the genre needs a native engine. composition.modules pins all module versions; composition.tasks lists the custom logic still to implement. Assembly is a foundation, not a completed custom game: use the coding agent to finish those tasks on the selected engine (including web/Three.js). quote refine with message updates the same plan after approval, preserves selected assets and reviewed work, and persists the conversation. use_reference with slot_id and an owned image asset_id supplies an uploaded concept for visual review. assets searches compatible workspace/community items ranked by the brief and role; select chooses one or sets mode=generate with a prompt. For generation: quote concept, obtain approval, accept, poll get, show the concept, approve_concept only after visual user review; quote generate, obtain approval, accept, poll, show the model in its studio, approve_asset only after visual review. Never infer visual approval from technical success. quote build then accept acquires the selected community assets and binds them to a Game Kit prototype, without generating extra assets. With explicit allow_incomplete=true on the build quote, unreviewed models are excluded and missing slots use module defaults where available or remain empty. Show missing_assets before approval; never imply that an incomplete prototype is finished. Native engine projects still need CLI delivery/import; a web project has a play_url. Revision required for edits. Cancel/retry preserve completed steps. 2D unsupported. No automatic spending, invented asset IDs, or unrelated template substitutions.Changes data
gripforge_game_play_urlGet the browser play URL of a Game Kit project so a human (or a screenshot step) can run its current revision in the web runtime. Reads the project bundle and returns { url, absolute }; absolute is built on the GripForge origin of this key. Call it AFTER gripforge_gamekit_install or gripforge_game_project bind to check the result live. 0 credits.Read-only
gripforge_game_projectManage Game Kit projects (gkp_…): the container holding installed kits, their lockfile, asset bindings and data collections. action=list lists the workspace projects; create needs name and takes a preset (see gripforge_gamekit_search) or an explicit kits map — every new project also gets the default interface kits ui.menu (title / pause / options), input.remap (key remapping) and settings.graphics (graphics options), addedBy default: keep and configure them, leave one out ({ "ui.menu": false }) or remove it only if the user asks; get returns the full ProjectDetail (installed kits, bindings, capabilities, missing, playUrl); bind maps asset slots to Library items (lib_…, null to clear); data reads a collection or upserts / removes documents validated against the kits’ schemas (replace=true swaps the whole collection); delete needs confirm=true. Call this first to create or pick the project, then gripforge_gamekit_installed (existing project) or gripforge_gamekit_install. 0 credits.Changes data
gripforge_gamekit_configureTune an installed kit: merge config values validated against the kit configSchema (read it with gripforge_gamekit_get), or toggle enabled to switch the kit off without uninstalling it. Configure installed kits freely rather than recoding what they do. Returns { kit, project } with the new project revision. Call this AFTER gripforge_gamekit_install. 0 credits.Changes data
gripforge_gamekit_deliverTurn catalogue kits, or the enabled kits of a Game Kit project, into engine files: Godot gets GDScript, scenes and config under gripforge/kits/<kit>/, Unity gets an embedded UPM package plus C# files and Unreal a Blueprint-first plugin for every kit with an engine delivery (gameplay and net.* kits; recipes otherwise), web needs nothing. Kits always deliver at their latest version; a kit the project copied locally is delivered from its copy. Call with dry_run=true FIRST: it returns the plan (files to add / keep / modify / delete, conflicts, dependencies, post-install steps) and never charges. Pass project_state (the current gripforge/gamekits.lock.json, path → sha256 of the files under gripforge/, engineVersion) so updates keep your edits and detect conflicts. Then call without dry_run to get the bundle. The hosted endpoint cannot write into your project: write bundle.files following plan.actions in order (backup, write, writeBin from bundle.binaries, delete with .uid / .import siblings, writeLock with bundle.lock), or use the npm client with project_dir (gripforge_gamekit_deliver_local), or the editor bridge. A blocked plan answers 409 with the plan: a file edited in the engine project is reported (modified_file), never overwritten silently; force backs it up then overwrites it. Credits: the first delivery of a kit major version to an engine costs 1 credit per workspace; re-deliveries, updates within a major, dry runs and the web target are free.Changes data
gripforge_gamekit_dependenciesDependency graph of a Game Kit project: nodes (installed kits with version, provides, requires), edges labelled by capability, same-scene overlaps (conflicts: several enabled providers of one exclusive capability) and unresolved requirements. Pass project_id for the installed graph; pass a kit id instead to read the declared requires / provides tree of a catalogue kit before installing it. Call this BEFORE gripforge_gamekit_remove with force. 0 credits.Read-only
gripforge_gamekit_getRead one Game Kit: its manifest (provides / requires capabilities, asset slots, data collections, events), README docs, config JSON schema with defaults, version and changelog (information only: projects always run the latest version), and summary { tagline, tags, targets, status, cover, coverUrl } with the featured image URL. Pass with_usage=true to also list the workspace projects that have it installed. Call this BEFORE gripforge_gamekit_configure to know which config keys exist. 0 credits.Read-only
gripforge_gamekit_installAdd a gameplay kit (a brick) to a Game Kit project (gkp_…); installing marks that the game uses it. Decide it yourself, no confirmation needed. Always the latest version; dependencies are added automatically. Kits are bricks that go together: two kits handling the same thing (e.g. two lightings) are a same-scene overlap, never a game-level conflict — only one is active in a scene. Returns { plan, applied, project }; dry_run=true previews without writing. Check gripforge_gamekit_installed first, then gripforge_gamekit_search; tune with gripforge_gamekit_configure. Legacy genre kits (legacy.*) use gripforge_kit. 0 credits.Changes data
gripforge_gamekit_installedStart here for an existing project. Lists the kits installed in a Game Kit project (gkp_…), first and marked priority: id, name, enabled, addedBy (user / agent / auto / preset / default — the interface kits every new game gets), provides, requires and config, plus the rule that goes with them. Versions are for your information (projects always follow the latest): each kit also has version (in the project), latest, delivered { godot | unity | unreal } (the version the last engine delivery carries — a delivered game can run an older one) and pendingMigrations (manual migrations left to you). Installed kits are choices already made for this game: build on them for what they cover and configure them as needed; search the catalogue only for what they do not cover. 0 credits.Read-only
gripforge_gamekit_removeUninstall 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. The default interface kits (ui.menu, input.remap, settings.graphics, addedBy default: present in every new game) are removed only when the user asks; the game then falls back to its own default keys, pause and graphics. Refused with 409 kit_in_use while other installed kits still require one of its capabilities; pass force=true to remove it anyway and prune=true to also drop the dependencies nothing else needs. Returns { removed[], project }. Call gripforge_gamekit_dependencies BEFORE forcing to see who depends on it. 0 credits.Destructive
gripforge_gamekit_searchStart here. Search the modular Game Kit catalogue (vehicle.driveable, mission.objectives, npc.wanted, …) by free text, capability, tag or engine target. Pass project_id to score kits against that project: each hit then carries state { installed, enabled, fills, reason } and kits that fill one of its missing capabilities rank first. Kits are bricks that go together: a kit handling the same thing as an installed one is a same-scene overlap (only one active in a scene), never a reason to skip it. Returns { kits, presets }; each kit carries its presentation: name, tagline (one-line hook), tags, targets and status per engine (web / godot / unity / unreal), and cover / coverUrl, the featured landscape image (WebP) to show the user when proposing kits. legacy.* kits play through their existing client. Kart Racing is native: compose world.racetrack + vehicle.driveable + race.kart; edit race_tracks through project data. world.lighting adds shared sun/fill, point lights and spots, presets, bounded light budgets and bloom; edit world_lights through project data. world.fluids adds interactive mud / blood surfaces, displaced 3D wheel ruts and footprints; edit fluid_surfaces through project data (web renderer). Call this BEFORE gripforge_gamekit_install. 0 credits.Read-only
gripforge_gamekit_updateProjects always follow the latest version of their kits: the studio updates them automatically when a project is opened. Use this to do it now. Dry-run by default: returns the plan (from / to version, migrations). Pass apply=true to apply it. A migration with auto=false is never applied by itself: it is your task — apply its note (config, data) then call again. Omit id to check every installed kit. 0 credits.Changes data
gripforge_generateCREATE any mesh asset and save it to Library — the canonical generation door. kind decides the pipeline: character/enemy/boss are auto-rigged (pass concept_item or file_url for image-to-3D; otherwise text-to-3D), weapon and prop are direct text-to-model (no rig, no concept step). The workspace Style DNA is applied to the prompt. If the look may already exist, call gripforge_style_kit FIRST. Costs 10 credits. Returns a persistent job_id immediately; poll gripforge_generation_read for progress and the Library/Studio result. Closing this call does not cancel it.Changes data
gripforge_generate_buildingReusable plan → artistic concept → isolated reference views → review → Meshy build workflow. Generate 1–4 coherent images through OpenAI (1536×1024 high quality, default) or Imagine (2K), saved as private Library drafts; alternate views reference one master. Separate explicit budgets for concepts and 3D. Accepts text, owned single/multiple concept views or an owned static GLB. Meshy PBR/geometry quality, bounded geometry and uniform metric fit. Durable jobs return workspace links; poll generation_read, cancel/retry preserves finished steps. Review images before building and the real Studio render before publishing. No guaranteed interiors, collisions or LODs. Never substitutes procedural geometry or automatically replaces a game asset.Changes data
gripforge_generate_characterCREATE a Mixamo T-pose auto-rigged character, enemy or boss and save it to Library. NEVER describe a handheld weapon, staff or shield in the prompt: characters and enemies are forged empty-handed (the forge enforces it); make the weapon apart with gripforge_generate (kind=weapon) and put it in the hand with gripforge_attach. polycount is honoured (default 8000; keep it at or under 10000 for a mobile game).To sculpt from a picture (image-to-3D): pass concept_item (lib_… from gripforge_concept_correct / character_concepts) or file_url. Without an image this is text-to-3D. If the look may already be in the locker, call gripforge_style_kit FIRST. For knives/guns use gripforge_generate_weapon. Alias of gripforge_generate (the canonical door). Costs 10 credits. Returns a persistent job_id immediately; poll gripforge_generation_read. Closing this call does not cancel it.Changes data
gripforge_generate_districtPlan then build a straight-street district from 1–8 distinct Meshy buildings, each manufactured once and reused as separate editable instances. Includes road, pavements, spawn, daylight and camera in the shared Map SceneDocument. Optional owned PBR road/pavement maps; otherwise simple solid surfaces. Plan returns layout, provider-credit count and account quote without spending. Build requires a budget and returns a persistent job, then Map Studio link. Private work version requiring visual review; no automatic Community publication or game replacement.Changes data
gripforge_generate_flexible_weaponPersistent concept → isolated handle/segment references → Meshy PBR components → FlexibleChain XPBD → Blender assembly/rig → actual GripForge renderer review. Read flexible_weapon_schema first. recipe stage=concept returns an image before 3D; build can reuse that concept and owned pinned components. Up to 12 existing source clips or sampled motions; character choreography is not generated by this tool. Returns job_id immediately; poll generation_read for weapon GLB, Blender source, physics reports, separate character/weapon review scene and Studio links. Max 23 credits when all art is new; reused components are free. Cancel/retry retains successful provider and fabrication steps. Always private work: no automatic replacement, promotion or Community publication.Changes data
gripforge_generate_propCREATE a game-ready prop GLB (kart, crate, barrel, banana…) and save it to Library as kind=prop. Default Meshy, no T-pose, no biped rig. polycount defaults to 4000. Quoted against the shared subscription, or 10 GripForge credits if it cannot cover the complete operation. Returns a persistent job_id immediately; poll gripforge_generation_read, then download and import the completed model.Changes data
gripforge_generate_vehicleRead vehicle_schema first. Recommended recipe.workflow=body_wheels follows concept → references (five wheel-less body views + wheel) → geometry (stop/review) → topology (stop/review) → build (PBR + wheel + rig). Each geometry review uses scene_review with the returned assetRef and must be approved before the next paid step. Rigging preserves UVs and corner normals, GLB/FBX/Blend and measured Chaos setup. Top view is review-only. parts.body.geometry accepts unfinished Hunyuan/Blender GLB; parts.body.topology pins the reviewed reduced GLB; parts.<role>.source reuses finished meshes. Legacy modular_doors remains available for articulated doors. stage=plan quotes each stage without spending; paid stages require its budget. Durable job; poll generation_read. Work draft, real-render review and target-engine driving test required; no automatic publication/replacement.Changes data
gripforge_generate_weaponCREATE a game-ready weapon GLB (knife, gun, sword…) and save it to Library as kind=weapon. Default provider Meshy, no T-pose, no biped rig. polycount defaults to 4000. style=melee|gun is written to meta.style for gripforge_attach. 10 credits. Returns a persistent job_id; poll gripforge_generation_read. Do NOT write one-off Meshy scripts.Changes data
gripforge_generate_weapon_catalogPlan then manufacture 1–64 original static weapon models using the existing Meshy PBR pipeline. plan is free and returns an exact aggregate quote and plan_hash. build requires that hash, an explicit budget covering the quote and a stable idempotency_key. One durable job, two bounded fabrication lanes, per-weapon checkpoints and billing; cancellation/retry preserves finished work and provider task IDs. Results remain private work assets. Inspect geometry, textures and actual renderer output before publishing. Does not create attack/reload animations, grip bindings, or flexible-chain physics. Poll gripforge_generation_read; result.items contains Library IDs and Studio links.Changes data
gripforge_generation_cancelRequest worker cancellation while retaining completed steps and artifacts. Closing a page alone does not cancel a job.Changes data
gripforge_generation_listList workspace jobs. Jobs and completed steps survive closing the studio or restarting the web server and worker.Read-only
gripforge_generation_quoteFree quote for a model, concept, texture, rig or animation. Reports the account funding mode, available balance and estimated operation cost. A subscription combines AI and paid asset generation in one monthly limit without also charging generation credits. Quote every missing role, propose the plan, and obtain a generation budget before submitting paid jobs. Estimates cover one operation, not the full concept/rig/review pipeline.Read-only
gripforge_generation_readPoll a job returned by a generation tool. Includes durable steps, progress, failure/retry state and the resulting work revision with a Studio link. include_preview returns saved map/building concept images (at most 4). Set preview_view to return one chosen view. Concepts are generated illustrations, not verified 3D renders. Success does not mean visual approval or promotion.Read-only
gripforge_generation_retryRetry a failed or cancelled job, reusing completed steps. An unconfirmed interrupted provider call may be executed again when explicitly retried.Changes data
gripforge_hitboxBody capsules (head/torso/limbs) plus weapons[] — one reach capsule per gf_prop_ wrapper on a loadout/armed bind. Pass id of a loadout GLB (or character_id / attach_id). 0 credits. Use weapons[] not the single weapon field for dual-wield.Read-only
gripforge_hudGenerate a ready-to-drop survivor HUD: hud.json (layout/anchors, no pixels), original GripForge cartoon PNGs (hearts full/half/empty, portrait frame, currency chips, empty hex slot), a Godot 4 .tscn (Control with named nodes Health/XP/Portrait/Currencies/Minimap), and Three.js / Unity / Unreal snippets. 1 credit per successful generate. CONSUMER RECIPE — (1) call gripforge_hud; (2) write the PNGs (download the asset URLs) + hud.json (+ hud.tscn) into the game repo, same folder; (3) Godot: instance the tscn, add_child, then get_node("Health").set_health(current, max) and set XP.value; (4) Unreal: the GripForgeHUD plugin must already be in the project (unreal_plugin_url) — point UGFHudWidget::CreateFromFolder at the folder and call BindHealth on your health component. DO NOT redraw the hearts. DO NOT open a UI editor. This hosted endpoint returns file CONTENTS + URLs; pass out_dir only with the npm MCP package, which writes the files for you.Changes data
gripforge_hud_barForge an ORIGINAL themed health-bar style: an image model draws the ornate empty frame (transparent background), the inner trough is located pixel-precisely, and a thematic gradient fill is composed to match — returns an aligned frame+fill PNG pair, same contract as the built-in gripforge_hud bar styles. Describe a THEME (e.g. "gothic demon-hunter, baroque metal, horn ornaments"), never a specific game — styles of a genre, not copies. 2 credits. RECIPE: download frame_url + fill_url next to your hud.json ; Godot: TextureProgressBar (texture_under=frame, texture_progress=fill, custom_minimum_size=size) ; Three/Unity: frame behind, fill cropped horizontally to the health percent. Generation has model variance — if the trough is not found, retry with a clearer theme.Changes data
gripforge_hud_importNot the survivor generator (that is gripforge_hud): this one READS an existing HUD. action=import {text, filename?, name?} → reads the HUD of the project and saves it as a HUD document of the workspace; Pass screenshot (a capture of the screen while the game runs) so My HUDs shows the real thing; action shot attaches one to a HUD imported earlier.returns the studio URL to open it. `text` is the engine file as-is: a Godot .tscn scene, a Unity .uxml (UI Toolkit) or a .unity / .prefab (RectTransforms), the Unreal UMG designer clipboard (select the widgets, Ctrl+C — .uasset files are binary), or a GripForge hud.json / hud.v2.json. Read the file yourself and pass its content; `filename` helps detect the format. Controls are recognised by name (health, mana, minimap, ammo, quest…) and type, placed on nine anchors; the report lists what was created and skipped. action=list → HUDs of the workspace. action=get {id} → one HUD document (hud_… id).Changes data
gripforge_input_kitGodot InputMap for an FPS: move_forward/back/left/right bound to WASD AND arrow keys, plus jump/crouch/fire/reload/buy. Write res://gripforge/input.json and autoload GfInput (snippet_godot). Player still uses Input.is_action_pressed("move_*"). Optional third_person=true adds portable character-facing JavaScript and a Three.js adapter: movement-facing, independent camera, aim/fire/build facing. Orientation only, not a physics controller. 0 credits.Read-only
gripforge_inspectTHE FEEDBACK LOOP: call this after every generate/attach/rig to SEE and VERIFY what you made, before building on top of it. Deterministic, free, repeatable. Returns (1) a structured report — kind guess, triangles/vertices, materials+textures, skeleton (bones, finger bones per hand, cape grid), animations, size in metres — and (2) QA checks with ok/warn/fail + why: plausible scale, poly budget, normals/UVs, rig skinned, strict T-pose arms, five-finger bones, feet on ground. Also returns a multi-angle render sheet (front/right/back/left by default) so you can look at the asset. Fix warns/fails (regenerate, rest_pose, retarget…) then inspect again.Read-only
gripforge_joystick_kitGenerate input.joystick source files and installation instructions: touch + mouse, independent dual sticks, radial deadzone, continuous holding and release/focus reset. Unreal runtime Pawn component, Godot CanvasLayer scene, Unity UI component, Three.js DOM controls + GripForge input.actions bridge. Feeds the existing movement controller rather than replacing physics, collision or networking. Returns files with relative path/content; the agent writes them into the target project and compiles/tests there. Does not install automatically, modify project settings or claim runtime validation. 0 credits.Read-only
gripforge_kitA game kit IS an engine: its manifest carries asset slots AND GameRules — the genre as a document (movement, camera, world, objective, entities, pickups, ai, hud, audio). action=list → kits of the workspace. action=get {id} → manifest + rules (lib_… id). action=create {style?, name?, rules?, slots?} → new kit, rules default to the style then merge yours. action=patch {id, rules?, slots?, prompts?, name?} → partial update; rules merge section by section, a section set to null resets it. Slot refs inside rules must point at slot ids of the kit (unknown refs are dropped, the renderer falls back to procedural). Compose a NEW genre by writing rules: e.g. movement vehicle-boost + world arena-ring + objective knockout = sumo cars, no code.Changes data
gripforge_levelPlan a playable level from a prompt (0 credits): rooms placed in metres (entrance, combat rooms, key/lock, boss room, treasure, secret), connections, critical path, shortcuts, and gameplay spawns (player/packs/boss/rewards). Same seed → same level. Pair with gripforge_scene_kit for dressing props.Read-only
gripforge_library_getGet one Library item (metadata + signed file_url). VFX items also return studio_url to open the editable effect in GripForge, and workspace_id. Pull bytes into a repo with the npm package.Read-only
gripforge_library_listList items in the GripForge Library locker (characters, enemies, weapons, props, textures, HUD, binds, vfx). Filter by kind and/or game style id (devil-may-cry, genshin…). Every item carries `rank` {score/100, grade A–D, reasons}: fitness for a GripForge game on the target platform. sort=rank lists the best fit first — use it to choose between candidates. Same origin as Studio — not a marketplace.Read-only
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.Changes data
gripforge_library_pullReturn a signed same-origin file URL for a Library item you own (free). This hosted endpoint cannot write into your agent's working tree — use npx @gripforgeai/mcp gripforge_library_pull for that (that is the sync). Community assets are free to clone into your locker unless their creator sets a price in credits.Read-only
gripforge_library_pushUpload a file into the Library locker from a URL (or small base64). Local paths need the npm MCP package.Changes data
gripforge_library_tagAdd 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.Changes data
gripforge_light_kitMoon / sun / candle point lights + fog + environment intensity for a game look, plus a Three.js snippet. 0 credits. Does not generate meshes. Pair with scene_kit placements (candle tags match candelabra xyz).Read-only
gripforge_loading_pageLoading overlay for a game look. Returns html/css/js (Three/web) plus engines.three | godot | unity | unreal. Title is text — do not rasterize. Overlay alone is 0 credits. Pass character_id (lib_… character/enemy/bind) to generate a cinematic 16:9 background still of that character (1 credit). No letters in the still.Read-only
gripforge_loadoutBuild a multi-weapon character in ONE call: attaches every prop of every set onto the same rig, names each prop node gf_prop_<slug>_<l|r>, stamps glTF extras { gripforge: { prop, set, hand } } and a scene manifest { default, sets }, then retargets the standard clip pack (animate: false to skip). The engine switches weapons by toggling node visibility — the returned Three.js snippet does it. Example sets: { "sword": [{"prop_id":"lib_sword"}], "guns": [{"prop_id":"lib_gun","hand":"left","style":"gun"}, {"prop_id":"lib_gun","hand":"right","style":"gun"}] }. Credits: one attach per prop.Changes data
gripforge_make_seamlessTurn an image into a seamless (tileable) texture: 50% wrap offset, then the seams are cross-faded in a narrow band — the pattern is PRESERVED, nothing is generated or invented. Pass image_url (https) or texture_id (Library id, lib_…). Optional size forces a power of two (512/1024/2048), resampled before the seam fix. The result is saved in your Library as a texture and its download URL is returned. No credit consumed.Changes data
gripforge_map_conceptgpt-image-2 draws a top-down plan schematic (solid white walls on pure black) + a 3/4 aerial greybox concept render, auto-traces the plan into MapPlan wall boxes and saves both images to the Library. Reuse the traced plan with gripforge_map_plan { item } or https://gripforge.ai/map-plan?item=lib_…&greybox=1. Use when the layout should come from an image instead of the code presets. ~2 images of generation cost.Changes data
gripforge_map_generateQueue a persistent map job. stage=concept creates a private master overview plus optional views and stops. views: overview,top_down,entrance,objective. All additional views are conditioned on the SAME pinned master; they are illustrations, not exact 3D renders. reference is an environment screenshot for a NEW layout. To add views to an existing concept, pass source_concept instead; the master is kept unchanged and is free. One credit per new image (full new 4-view set = 4); default is overview only. Poll generation_read with include_preview=true to see the views. After the user selects the concept, submit stage=build with the returned concept and a new idempotency key. Build costs 1 credit and is the default for existing callers; legacy concept_item accepts a Library image ID, while concept pins its exact version. wizard: style realistic|stylized|lowpoly|handpainted; world open_world|closed_arena|dungeon|linear|battle_map; terrain auto|plains|desert_canyon|forest|snow|island|volcanic; size small|medium|large; boundary fixed|infinite (open edge, finite terrain); spawn single|teams; teams 2|4; boss,safeZone,extraction booleans. sources selects catalog/workspace/community props. Build uses the common Scene Engine with independent terrain, regions, paths, zones and asset instances. Cancel/retry keeps successful images and billing. No automatic visual validation, promotion or Unreal import.Changes data
gripforge_map_importQueue a one-time materialization of an owned legacy terrain map into the shared Scene Engine. Preserve the saved spec, seed, resolution, family replacements, placed assets and removed props. Completed jobs return a canonical Studio link; source edits during migration cause a conflict rather than data loss.Changes data
gripforge_map_import_unrealQueue a persistent import of schema gripforge.unreal-studio-import.v1. Upload files via local gripforge_map_unreal_upload_local or POST /api/v1/maps/import/unreal/assets first. document is a common SceneDocument with workspace-owned immutable assets, separate props, static foliage patches and editable terrain. source={engine:unreal,level:/Game/...,sha256,warnings:[]}. Returns job_id; poll generation_read for studio_url. Always a NEW private work scene; no overwrite, automatic validation or Community publication. 0 credits; storage quota applies.Changes data
gripforge_map_import_unreal_schemaRead the native export → binary upload → persistent map import workflow, limits and explicit conversion caveats. Native extraction requires the local MCP and an installed Unreal editor. Hosted MCP/API consume the resulting portable SceneDocument; they cannot read your local .umap/.uasset files.Read-only
gripforge_map_lookReproduce a Dust II still WITHOUT copying pixels. Returns camera (pos/target/fov) + volume/prop/wire ids for that shot. shot=shot21a (A site), shot1a (T yard), shot5a (cat). Official URL is a LINK only — never rehost, never Meshy image-to-3d. Pair with gripforge_map_plan + map_props + map_wires. 0 credits.Read-only
gripforge_map_planFPS/bomb map in metres. Interprets the overhead as a 3D compound: hollow rooms, corniche/catwalk, A plat + pit, arches/windows, vaulted tunnels, T/CT, sidewalks. Preview: https://gripforge.ai/map-plan?prompt=dust2. Pair gripforge_map_props (crates/cars) + gripforge_map_wires (cables). 0 credits. Not a dungeon — use gripforge_level.Read-only
gripforge_map_propsDressing for an FPS map in metres: crates (xbox, A default, goose, B big box), doors (mid, long, B), palms at T spawn, barrels, cars. Matches locker props when tagged. Empty slot → generate that prop. Pair with gripforge_map_plan. 0 credits. Preview https://gripforge.ai/map-plan?prompt=dust2Read-only
gripforge_map_reconstructReconstruct an FPS map: collect official stills (HTTPS LINKS, classified by folder) → MapGraph (callouts/chokes) → footprint greybox (no props) → zone parts → camera match → dress. prompt e.g. "Reconstruct map: Counter-Strike 2 Dust II". stage=collect|graph|greybox|zone|validate|capture|dress|all. zone=LONG_A|A_SITE|…. stage=dress keeps greybox volumes and adds original tileable materials + map_props + map_wires (never Valve pixels). Preview /map-plan?prompt=dust2. Dust II is Valve IP — internal greybox benchmark, not a commercial clone. Never Meshy a screenshot, never ingest BSP/VPK. 0 credits. Greybox preview https://gripforge.ai/map-plan?prompt=dust2&greybox=1Read-only
gripforge_map_refsLook up official in-game stills for a map (Dust II: A, B, mid, cat, tunnels, T yard). Returns HTTPS URLs (Valve CDN). Reference only — do not rehost, do not send to Meshy image-to-3d. Read materials then generate ORIGINAL locker props. live=true HEAD-checks links. 0 credits. Preview https://gripforge.ai/map-plan?prompt=dust2Read-only
gripforge_map_schemaRead the concept-first map workflow, immutable image reference format, costs and an example. Concepts, map work scenes and external engine delivery are separate steps.Read-only
gripforge_map_wiresSagging electrical cables for an FPS map: spans with two anchors (metres) + sag + strands. Not a generated mesh — GfMap tessellates cylinders (role=wire). Dust II: T yard, cat (shot5a), mid, A. Pair with gripforge_map_plan. 0 credits. Preview https://gripforge.ai/map-plan?prompt=dust2Read-only
gripforge_match_createRecords match.started. Does not spawn a new process. Mutating.Changes data
gripforge_match_getRead one match record.Read-only
gripforge_match_kitParty 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.Read-only
gripforge_match_listMatches recorded for a server (SDK or API).Read-only
gripforge_match_stopMarks the match ended. Mutating.Destructive
gripforge_menu_kitMain 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.Read-only
gripforge_moba_mapThe map of a moba project as a gameplay plan: bounds, team bases and spawns, 1 to 5 lanes (the minions' paths), structure slots (towers, inhibitors, nexus), jungle zones and camp slots, objective zones, the divider (river: walkable; chasm, lava, void: crossed only at bridges), crossings, bush zones, walls, camera limits and symmetry. action "generate" builds a fair map (mirrored through the centre) from lanes, divider, size, team_size, camps_per_jungle, objectives, bushes, walls and returns it with a playability report; apply: true puts it in the project (moba_maps, the match's map and team size, the camera turn). action "validate" checks a map you pass, or the project's: every lane open end to end, spawns, structures and camps reachable, nothing out of bounds, the declared symmetry respected. action "set" stores an edited map document (refused while it has errors, unless force). action "get" returns the current map and its report. The scenery kit dresses walls and bushes with the bound models. 0 credits.Changes data
gripforge_moba_rosterTurn champions into the playable roster of a moba project (preset "moba"). Pass the Library ids of 1 to 10 champions that carry an ability pack (the items made by gripforge_abilities_generate: rigged model + basic_attack and ability_q…r clips). Writes the moba_heroes and abilities collections (ids <hero>__ability_q), binds each champion to moba_hero_<n> and the player's champion (player, else the first) to player_character. Bots play the other champions. Returns the heroes with their attack and Q/W/E/R. Then gripforge_game_play_url to play. 0 credits.Changes data
gripforge_motion_generateCustom animations generated from text with NVIDIA Kimodo on GripForge's GPU, retargeted onto a rigged Library character (or the UAL mannequin): spell casts, signature attacks, emotes, anything the standard clip pack (gripforge_animate) lacks. Kit mode turns a MOBA hero concept's basic attack and Q/W/E/R into clips in one call. Call stage=plan first (free) and show the prompts and price (1 credit per clip); stage=build queues a durable job — poll gripforge_generation_read with job_id (a cold GPU takes a few minutes). The result is a kind=animation Library item, one clip per prompt.Changes data
gripforge_navmeshWalkable XZ AABB + circular holes (pillars) for a scene_kit room. JSON the engine clamps against — not a baked .navmesh. 0 credits.Read-only
gripforge_net_kitGfNet autoload host/join/spawn with server-side hit validation, gf_round.gd for the round + bomb, MultiplayerSpawner/Synchronizer wiring. 0 credits.Read-only
gripforge_performanceAnalyze a supplied game performance report, or read the latest instrumented kit capture in your authenticated workspace. Separates frame pacing, measured CPU/GPU work, render counters and stale network snapshots; returns evidence, recommendations and explicit measurement limits. Captures expire after 10 minutes or server restart. Explicit reports are not stored. Does not edit, deploy or automatically fix a game. 0 credits.Read-only
gripforge_player_banHIGH IMPACT. Requires the Unity SDK. Currently returns 501. Owner only.Destructive
gripforge_player_getRead one player session on a server.Read-only
gripforge_player_kickRequires the Unity SDK. Currently returns 501. Mutating.Destructive
gripforge_players_listSessions reported by the Unity SDK. Empty until the SDK calls player.joined.Read-only
gripforge_prepare_vehicleDurable Blender preparation of an owned static segmented GLB. Map each Door_FL/FR/RL/RR or Wheel_FL/FR/RL/RR to exact mesh node names from the segmentation report. Keeps geometry placement, UVs and PBR; normalizes +Z forward/metres using yaw and length; adds hinge origins, seat/entry sockets and portable GLB open/close/preview clips. Optional hinge coordinates are in normalized vehicle metres. thickness adds an inward door shell, not a full cabin. Optional cuts provide strictly convex door outlines [forwardZ,heightY] and depth [near,far] measured from the centre on that side, in normalized metres. Blender cuts those explicit profiles while interpolating UVs. Does not infer outlines or guarantee clearance. Returns job_id, new private work GLB, Blender source and animated Studio review link. 0 credits; storage applies. Inspect before replacement.Changes data
gripforge_project_getRead a dedicated-server project (gpj_…) in the authenticated workspace. Not a Library asset.Read-only
gripforge_projectile_createADMIN ONLY. Create an editable 3D projectile: ignition, elemental volume, world-space trail, embers, contact flash, oriented ring and soot. 20 named variants: darts, short bolts, orbs, wisps, carrot rocket, spinning disc, spears, comets, coils and lightning. config.variant selects the geometry, trail and impact; style/color optionally override its palette. Omit variant to retain the original elemental recipe. To save several catalogue entries, pass variants=[IDs] without config/name: one persistent job renders/reviews each item sequentially, preserves completed items on retry and returns result.items. Publication remains explicit. Uses the shared trail and Scene Engine modules. save=true (default) queues persistent rendering/review/workspace save; poll gripforge_generation_read for Library ID and Studio link. save=false returns an unsaved recipe. Bind the resulting VFX to combat.projectiles/projectile_vfx using the Game Kit tools; gameplay speed/gravity/damage stay in the module. Web/Three.js only in v1. Does not install a kit or modify a game automatically. Recipe compilation needs no AI; saved previews use the existing review pipeline. No automatic visual validation.Changes data
gripforge_renderServer-side software preview (PNG) of a Library GLB so the agent can see pose/attach without a browser. Not a path-traced studio shot.Read-only
gripforge_rest_poseLower the character's arms from T-pose until they would clip THIS mesh (cape/chest/hips), then save an arms-down rest GLB (clip "idle"). Armed binds keep attached weapons in the hands. 0 credits. Attach first, then rest_pose on the bind id.Changes data
gripforge_retargetConvert animation clips from skeleton A (source_id GLB) onto skeleton B (target_id). Bone-name heuristic (Mixamo / UAL / Tripo). Saves kind=animation.Changes data
gripforge_scene_asset_pinArchive the owned Library resource bytes and metadata for use in scenes. Returns assetId/revisionId, capabilities, material/animation names and sockets. Repeating for identical content reuses the archive; it consumes workspace storage only once. Prefers the validated version for insertion; choose version=work to test the draft. Does not approve the asset visually.Changes data
gripforge_scene_asset_promotePromote only when the exact work revision has a matching trusted review for the current renderer. Existing scene instances keep their pinned revision.Changes data
gripforge_scene_asset_reviewCreate a shared test scene and queue an independent review of real GripForge captures. Supports meshes, textures and effects. Never promotes automatically.Changes data
gripforge_scene_asset_versionsRead immutable asset work/current pointers and the trusted review of work. Does not create a version.Read-only
gripforge_scene_createCreate a draft scene. Pin Library assets first and use returned assetId/revisionId references. The response contains a GripForge Studio link. Exporting a VFX definition must not include this test scene.Changes data
gripforge_scene_kitReturn locker props for a game look plus a suggested layout (metres, Y-up). Call after style_kit. Empty slots mean generate that dressing prop, tag it, retry. Does not generate meshes.Read-only
gripforge_scene_listList scenes, work/validated revision pointers and links in the authenticated workspace.Read-only
gripforge_scene_modifyQueue a scoped edit of saved scene nodes or a region. The server derives the allowed scope and preserves locks, gameplay zones, outside geometry and the last validated revision. Blender may fabricate missing assets. The result is a proposal requiring explicit application, never a silently replaced map.Changes data
gripforge_scene_optimizeQueue resumable browser texture variants for a saved scene. Preserve original GLBs, geometry, transforms, PBR, animations and Library heads. Color textures up to 1024px, data maps up to 512px and terrain color up to 4096px; WebP encoding. Saves a new work revision only if expectedRevision still matches. Does not promote validated. Poll generation_read for byte savings and studio_url. 0 credits; storage quota applies. New Unreal imports do this automatically.Changes data
gripforge_scene_patchApply insert/remove/transform/replace/update commands atomically. Environment updates can configure shared 3D cloud layers (density, altitude, wind, colour and quality); see gripforge_scene_schema. Replace preserves id, transform, role, materials and attachments, and rejects incompatible named slots. Locked objects cannot be changed. Scope constrains regional edits; read the schema first.Changes data
gripforge_scene_promoteExplicitly promote the latest work revision only if its trusted visual review matches the exact content, dependencies and current renderer. expectedCurrent must match the existing validated pointer or null. No client-supplied approval report is accepted.Changes data
gripforge_scene_proposal_applyExplicitly accept or discard a proposal after inspecting it. Accept requires expectedRevision to match the exact base and current work revision. Atomic: concurrent changes or discard abort the save. Creates work, never promotes validated.Changes data
gripforge_scene_proposal_readRead the original scene, proposed document and scoped commands. Use the Studio link to inspect actual rendering before applying.Read-only
gripforge_scene_proposalsList persistent proposals and their base revision, status and descriptions.Read-only
gripforge_scene_readRead the editable SceneDocument at work, validated, or a numbered revision. Keep work_revision for optimistic writes. Validated can be absent.Read-only
gripforge_scene_realismApply reusable architectural surface profiles and GTAO to a saved work scene. Read gripforge_scene_schema.realism first. assignments [{nodeId,material:"*" or a named slot,surface:{preset:preserve|brick|stone|metal|glass,detail:0..1,weathering:0..1,regions:[]}}]; surface:null removes only this local profile. Optional glass regions use explicit normalized mesh-local min/max bounds and interior parallax settings. Never guess masks from colours. ambientOcclusion {enabled,radius:0.02..3 metres,intensity:0..1,quality:low|medium|high}, or null to remove. Preserves transforms, source PBR maps, other instances and validated revisions. Returns Studio link for visual comparison. Optional quality {preset:performance|balanced|quality,resolutionScale:0.5..1,sharpness:0..0.5}, or null to restore the original presentation. Quality supports viewport resolution up to a bounded 4K budget. No generation charge, DLSS or automatic approval.Changes data
gripforge_scene_reviewQueue a persistent render and independent visual review of the exact saved work revision. Poll generation_read. Optional assetRef records the review on the exact isolated asset revision as well; required for vehicle geometry/topology gates. This does not promote or replace the validated version.Changes data
gripforge_scene_schemaStart here. Read the shared scene model, kinds, commands, limits and an editable example. Assets are immutable revisions; placed objects are independent instances. Scene saves create work revisions, never automatic visual approval.Read-only
gripforge_scene_versionsRead work/current pointers, immutable revision history and trusted visual review evidence. A rejected or unavailable review does not change the validated version.Read-only
gripforge_scene_writeSave a complete SceneDocument. expectedRevision must equal the latest work revision. A 409 is a real conflict: reread before changing it. Does not change the validated revision or source Library assets.Changes data
gripforge_server_createCreate a dedicated server record. Implemented: Unity+FishNet (Docker demo) and Godot+ENet (real Godot Linux headless in Docker). Unreal returns unsupported. Does not start the process until deploy.Changes data
gripforge_server_deleteHIGH IMPACT. Stops the instance and deletes the server. Requires confirm=true. Owner only.Destructive
gripforge_server_deployCreate a Docker instance for this server and start it. Local demo uses a real container (python heartbeat unless a custom image is set). Mutating.Changes data
gripforge_server_eventsActivity feed: server.created, server.ready, player.joined, match.started, …Read-only
gripforge_server_getRead one dedicated server, its instance, engine/networking detection and integration status.Read-only
gripforge_server_listList dedicated game servers in the workspace with current status and latest instance.Read-only
gripforge_server_logsStdout/stderr from the runtime provider (Docker logs). Not stored in SQL.Read-only
gripforge_server_metricsCPU, memory, network counters and player count from the metrics provider.Read-only
gripforge_server_restartRestart the running instance. Mutating.Changes data
gripforge_server_scaleUpdate desired max players. Does not resize cloud hardware (Docker provider has no node pool). Mutating.Changes data
gripforge_server_startStart the existing instance. Mutating.Changes data
gripforge_server_stopStop the running instance. Mutating.Destructive
gripforge_settingsThe workspace IS the game: genre (cs, mario-kart, arena-car, dmc…), remappable controls (same InputKit as the Godot input.json AND the web players), match rules (rounds/laps/score/timers/ports) and menu options (title, HUD toggles). Once set, every *-kit route called WITHOUT ?prompt= reads them (explicit prompt always wins), and the web players use the same bindings. Call with no args to READ (settings + resolved defaults). Pass fields to MERGE-SET. Pass a section as null to reset it to the genre preset. Set genre at project start, right after gripforge_style.Changes data
gripforge_shader_pullPull a catalog shader (id or alias like slash_reveal) for godot | unity | three. Returns file contents + assignment snippet (Godot ShaderMaterial / Unity Material / Three ShaderMaterial). This hosted endpoint cannot write into the working tree — use npx @gripforgeai/mcp gripforge_shader_pull with out_dir for that. v1 pull is free (no credit).Read-only
gripforge_shadersList shaders from the GripForge catalog (authorized GodotShaders.com mirror). Returns { id, name, engines }. Search q=slash_reveal. Then pull with gripforge_shader_pull. Free.Read-only
gripforge_shield_exportADMIN ONLY. Compile a shield recipe into reusable native source files for Three.js, Godot 4, Unity or Unreal 5, using the same geometry and shader functions. Returns files keyed by relative path plus install instructions. Write ALL files into a dedicated directory; never overwrite an existing modified package without checking. Includes enable/hit/shatter runtime; no mannequin or preview environment. Native builds require target-engine verification; source export is not visual certification.Read-only
gripforge_shield_vfxADMIN ONLY. Create an original editable 3D elemental shield using the shared shield-vfx module: 17 styles, radius/stretch, colours, intensity, quality and seed. Same shaders used in Studio and native exports. save=true by default queues persistent rendering/review/workspace save; poll generation_read for Studio URL. save=false returns an unsaved project. No commercial reference assets, collision or damage. Recipe compilation needs no AI; saving uses the normal VFX review pipeline. Work is not visually validated automatically.Changes data
gripforge_styleThe visual identity of the workspace: palette (hex colors), written art direction, and sliders (realism/saturation/edges). Once set, it is AUTOMATICALLY appended to every generation prompt (characters, enemies, props, HUD bars…) so ten assets come out as ONE game — and gripforge_inspect gains a style check flagging assets whose dominant colors drift from the palette. Call with no args to READ the current DNA (+ the compiled prompt block). Pass fields to SET it. Pass extract_from (image lib ids) to auto-build the palette from reference art. clear:true removes it. Set the DNA at the START of a game project, before generating.Changes data
gripforge_style_kitResolve a prompt like "Devil May Cry like" / "genshin" to a game-style id, then return the locker kit already tagged with that look: characters, enemies, weapons, props. Call this BEFORE generating when the user wants that game. Reuse the returned Library ids (attach / pull). Only generate if a bucket is empty.Read-only
gripforge_texture_prepPrep a game texture (terrain / props): optional 50% wrap + seam blend, then a faithful lanczos upscale (1× / 2× / 4×, capped at 1024 or 2048). The pattern is PRESERVED — nothing is generated (not Magnific, not an image model). Pass texture_id (Library) or image_url (https). Result is saved as kind=texture and the albedo URL is returned. To write the PNG into an open repo, use the npm package with out_dir. No credit consumed.Changes data
gripforge_vehicle_finishFinish a generated vehicle like a game car: one material per surface (varnished paint, glass, chrome, rubber, plastic, honeycomb grille, lit head- and taillights), a smoothed body so reflections stay steady, and modelled wheels (tyre, spoked rim, brake disc, caliper) in place of the painted ones. Vehicles from gripforge_generate_prop (subtype vehicle) are already finished. Wheels need them split first (gripforge_vehicle_wheels). Rewrites the Library file; once per vehicle. 0 credits.Changes data
gripforge_vehicle_orientYaw so a kart/vehicle GLB nose is local +Z (Meshy often faces +X). Then heading = yawToward(track tangent) = atan2(fx, fz). Pass Library id of the kart prop. Returns meshYaw + Three.js / Godot snippets. 0 credits.Read-only
gripforge_vehicle_schemaRead the concept-first vehicle recipe, canonical parts, hinge convention, limits, quotes and revision workflow.Read-only
gripforge_vehicle_segmentQuote then queue one durable Tripo v2 semantic segmentation of an owned immutable GLB, including Meshy or Blender sources. stage=plan is free; stage=build requires quoted budget. 40 Tripo provider credits, distinct from the GripForge quote. Returns job_id; inspect parts and texture preservation in generation_read. No automatic completion, retexture, articulation, publication or replacement. A segmented output still needs hinge preparation.Changes data
gripforge_vfxADMIN ONLY. Generate + export a 3D slash/thrust/spin VFX parented to an existing attach bind, or a world-space fire meteor (head + ribbon trail + impact). Pass prompt to fill type/style/color/emitters. Returns studio_url (open this link to edit the saved effect in GripForge), workspace_id, GLB, PNG and vfx.json. Refused for non-admin API keys.Changes data
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.Read-only
gripforge_vfx_previewADMIN 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.Read-only
gripforge_vfx_project_generateADMIN ONLY. Text/image -> durable generation job -> original geometry/shaders -> actual GripForge rendering -> visual critique/correction -> workspace work revision. Returns immediately with job_id, status_url and studio_url. Poll gripforge_generation_read, then open its source_url to inspect the saved source and review. Closing the request does not cancel the job. Completed steps survive worker restart. Pass id + expected_revision to refine; image_id must belong to this workspace. A visually rejected candidate never replaces the validated version.Changes data
gripforge_vfx_project_promoteADMIN ONLY. Explicitly promote work after a trusted positive review matching this source, dependencies and renderer. expectedCurrent is the existing validated revision, or null.Changes data
gripforge_vfx_project_readADMIN ONLY. Read a project in the authenticated workspace. Returns project.json, per-layer .vert/.frag source, current revision, recent revision history and a Studio link. Read an older revision to restore it through write with the CURRENT expected_revision. Does not grant access to the server repository or arbitrary user files.Read-only
gripforge_vfx_project_renderADMIN ONLY. Queue a durable render of an owned id OR an unsaved project at 1–4 timestamps. Returns job_id immediately. Poll gripforge_generation_read with include_preview for the actual rendered image, coverage, clipping and shader diagnostics. Uses the shared GripForge SceneViewport. Saves preview evidence only, no project revision. Requires workspace write access because the job and preview consume storage. Render timings are not browser FPS.Changes data
gripforge_vfx_project_reviewADMIN ONLY. Queue a fresh GripForge capture and independent visual review without writing another source revision. Poll gripforge_generation_read; inspect its preview, then explicitly promote if approved.Changes data
gripforge_vfx_project_schemaADMIN ONLY. Start here to create original VFX beyond presets. Returns the editable source format, shader helpers, geometry budgets and a working example. Workflow: write custom source -> render -> inspect the returned image -> revise -> save. Blender or another modeling tool may supply custom mesh vertices/UVs/indices; no Blender instance is required for procedural effects.Read-only
gripforge_vfx_project_writeADMIN ONLY. Create with project, or update id with project OR edits:[{path,content}]. Updates require expected_revision. Returns HTTP 202 job_id and studio_url immediately. Poll gripforge_generation_read; the worker compiles, renders and saves a work revision, then reviews it visually. Completed result includes source_url, preview_url and review. Use generation_read with include_preview to see the actual image. A source conflict fails the job and preserves current work; reread before writing. Validated versions remain unchanged. Editable files are project.json and layers/{id}.vert/.frag.Changes data
gripforge_viewmodel_kitCS-style first-person arms + gun under Camera3D/Hold. Returns viewmodel.json, gf_viewmodel.gd, clip shader. Pull Mixamo T-pose characters (palms down) into bodies paths. Gun is a sibling under Hold, not the world-body hand bone. Pair with gripforge_input_kit. 0 credits.Read-only
gripforge_weapon_motionQueue a persistent weapon-aware motion draft from an owned armed GLB. Axe/hammer get distinct procedural cleave, backhand and overhead attacks; sword uses the explicit UAL sword pack. Staff attacks fail with compatible_motion_missing; no silent sword fallback. Holds Grip finger poses, supports a second-hand anchor with IK. Poll gripforge_generation_read, cancel/retry with generation tools. Returns a NEW work asset and Character Studio URL; never replaces the game/source or visually validates a result. 0 generation credits.Changes data
gripforge_weapon_motion_reviewIndependently sample the saved weapon-motion GLB at 60 Hz: grip drift, finger pose, wrist rotation, joint discontinuities, second-hand reach and torso overlaps. Reports technicalPassed separately from visualStatus=not_reviewed. Inspect idle, wind-up, impact, recovery and locomotion in GripForge before using the draft. No promotion or mutation.Read-only
gripforge_weapon_profileMeasure an owned armed GLB instance and return its editable weapon/motion profile: explicit family, holding hand, dimensions, grip anchors, handle and cutting-edge axes. Use gripforge_attach first. Default axes are +Y handle and +Z edge; inspect/correct them. Does not mutate the Library source or certify the initial seating.Read-only
gripforge_world_backupNot implemented. Returns 501. Mutating.Changes data
gripforge_world_deployNot implemented. Returns 501.Changes data
gripforge_world_listWorlds stored for the workspace or a server’s project. Empty until worlds are implemented.Read-only
gripforge_world_restoreHIGH IMPACT. Not implemented. Returns 501.Destructive

Change history

No changes since the first observation. The first snapshot is the baseline.

Source listings
SourceListingFirst seenLast seenVersions
Official MCP Registryio.github.gripforgeai/mcp2 Oct 20262 Oct 20261