io.github.gripforgeai/mcp
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Publisher-provided title
GripForge
Publisher-provided description
Turn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.
Summary by lookupd
Generates game assets like characters, armor, vehicles, maps and VFX from prompts, with scene editing and rendering review.
Install
Claude Code, remote (streamable-http)
claude mcp add --transport http mcp https://gripforge.ai/mcp
Claude Code, npm package (stdio)
claude mcp add mcp -- npx -y @gripforgeai/mcp
Codex, remote (streamable-http)
codex mcp add mcp --url https://gripforge.ai/mcp
Codex, npm package (stdio)
codex mcp add mcp -- npx -y @gripforgeai/mcp
Cursor, remote (streamable-http) → .cursor/mcp.json
{
"mcpServers": {
"mcp": {
"url": "https://gripforge.ai/mcp"
}
}
}Cursor, npm package (stdio) → .cursor/mcp.json
{
"mcpServers": {
"mcp": {
"command": "npx",
"args": [
"-y",
"@gripforgeai/mcp"
]
}
}
}Other clients: docs. Or tell your agent: Set up lookupd for me: read https://lookupd.com/agent.md and follow it.
Tools (showing 30 of 245)
Publisher-provided text
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. Workflgripforge_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 Sgripforge_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_urlgripforge_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 inclugripforge_vfx_project_reviewADMIN ONLY. Queue a fresh GripForge capture and independent visual review without writing another source revision. Poll gripforge_generation_read; inspect its pgripforge_vfx_project_promoteADMIN ONLY. Explicitly promote work after a trusted positive review matching this source, dependencies and renderer. expectedCurrent is the existing validated rgripforge_vfx_project_generateADMIN ONLY. Text/image -> durable generation job -> original geometry/shaders -> actual GripForge rendering -> visual critique/correction -> workspace work revigripforge_vehicle_doorsSave an independent door pose on one prepared vehicle instance in a saved scene. doors maps Door_FL/FR/RL/RR to 0 (closed)..1 (open). Unspecified doors retain tgripforge_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 repogripforge_vehicle_schemaRead the concept-first vehicle recipe, canonical parts, hinge convention, limits, quotes and revision workflow.gripforge_generate_vehicleRead vehicle_schema first. Recommended recipe.workflow=body_wheels follows concept → references (five wheel-less body views + wheel) → geometry (stop/review) →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 requigripforge_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 angripforge_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/unregripforge_flexible_weapon_schemaRead the bounded recipe and concept-first workflow for Meshy + Blender flexible weapons, costs, pinned component reuse and source animation requirements.gripforge_generate_flexible_weaponPersistent concept → isolated handle/segment references → Meshy PBR components → FlexibleChain XPBD → Blender assembly/rig → actual GripForge renderer review. Rgripforge_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 ogripforge_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<=10sgripforge_armor_generateQueue a durable armor-kit job: one shared concept, isolated Imagine references, Meshy PBR models, bounded Blender interior preparation and paired GLB exports, tgripforge_armor_readRead an owned kit manifest, semantic slots and immutable piece revisions. Equipment and instances remain independent. Returns the Grip Studio link. To correct sgripforge_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. Optiongripforge_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, plgripforge_map_schemaRead the concept-first map workflow, immutable image reference format, costs and an example. Concepts, map work scenes and external engine delivery are separategripforge_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 addigripforge_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 vagripforge_scene_proposalsList persistent proposals and their base revision, status and descriptions.gripforge_scene_proposal_readRead the original scene, proposed document and scoped commands. Use the Studio link to inspect actual rendering before applying.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: concurrgripforge_scene_schemaStart here. Read the shared scene model, kinds, commands, limits and an editable example. Assets are immutable revisions; placed objects are independent instancgripforge_scene_realismApply reusable architectural surface profiles and GTAO to a saved work scene. Read gripforge_scene_schema.realism first. assignments [{nodeId,material:"*" or a
Details
- Version: 0.1.166
- Transports: streamable-http, stdio
- Uptime (7 days): 100%
- Median latency: 1678 ms
- First indexed:
- Last seen in registry:
- Repository: https://github.com/gripforgeai/mcp
- Website: https://gripforge.ai
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