Turn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.
Connect Remote server
claude mcp add --transport http mcp https://gripforge.ai/mcp --header "x-api-key: <X_API_KEY>"
{
"mcpServers": {
"mcp": {
"url": "https://gripforge.ai/mcp",
"headers": {
"x-api-key": "<X_API_KEY>"
}
}
}
}
{
"servers": {
"mcp": {
"type": "http",
"url": "https://gripforge.ai/mcp",
"headers": {
"x-api-key": "<X_API_KEY>"
}
}
}
}
Settings > Connectors > Add custom connector
URL: https://gripforge.ai/mcp
Replace the values in angle brackets with your own. Keys stay on your machine; we never see them.
Tools 80 found in our last check
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…
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 acces…
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 vi…
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 SceneVie…
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.
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.
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_…
gripforge_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 their state; null clears the manual pose. Requires exact expectedRevision and named hinges/portable clips from prepare_v…
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/…
gripforge_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) → topology (stop/review) → build (PBR + wheel + rig). Each geometry review uses scene_review with the returned assetRef a…
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 text…
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 .uma…
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 folia…
gripforge_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. Read flexible_weapon_schema first. recipe stage=concept returns an image before 3D; build can reuse that concept and own…
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.
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,pos…
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,…
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.
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 inta…
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 con…
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.
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 e…
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…
gripforge_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: concurrent changes or discard abort the save. Creates work, never promotes validated.
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.
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 rem…
gripforge_apply_realismPlan or apply render.realism across shared PBR materials, immutable textures, surface shaders, lighting, post-processing, environment and skinned character rendering, with a bounded render quality and render.lod configuration suggestion. Defaults to mode=plan (no save); mode=app…
gripforge_realism_schemaRead render.realism systems, modes, bounds and immutable-source workflow for an accessible scene.
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 expect…
gripforge_scene_listList scenes, work/validated revision pointers and links in the authenticated workspace.
gripforge_scene_readRead the editable SceneDocument at work, validated, or a numbered revision. Keep work_revision for optimistic writes. Validated can be absent.
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.
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.
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 inc…
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.
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 v…
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.
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…
gripforge_scene_asset_versionsRead immutable asset work/current pointers and the trusted review of work. Does not create a version.
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.
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.
gripforge_fp_hands_schemaRead the native FPS hand template, recipe defaults, limits and reuse workflow. Geometry is manufactured from an articulated FPS template, independently of full-body character generation.
gripforge_generate_fp_handsManufacture a NEW fps-arms work asset using the native FPS template: curved hand surface refinement, fitted skinned long sleeves/cuff, optional tactical glove reinforcement and embedded PBR. recipe={version:1,name,quality:high|standard,gloves:tactical|light,sleeves:long|none,col…
gripforge_fps_animationQueue a persistent FPS work asset. Pistol recipe: {version:1,preset:"pistol",name:"Pistol FPS",tempo:1}, tempo 0.7–1.3; manufactures paired arms and articulated pistol clips plus .blend in Blender. Materials recipe: {version:1,preset:"materials",name:"Tactical gloves",source:{as…
gripforge_generation_listList workspace jobs. Jobs and completed steps survive closing the studio or restarting the web server and worker.
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 HUD/map/building concept images (at most 4). Set preview_view to return one chosen view. Concepts are…
gripforge_generation_cancelRequest worker cancellation while retaining completed steps and artifacts. Closing a page alone does not cancel a job.
gripforge_generation_retryRetry a failed or cancelled job, reusing completed steps. An unconfirmed interrupted provider call may be executed again when explicitly retried.
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…
gripforge_project_getRead a dedicated-server project (gpj_…) in the authenticated workspace. Not a Library asset.
gripforge_server_listList dedicated game servers in the workspace with current status and latest instance.
gripforge_server_getRead one dedicated server, its instance, engine/networking detection and integration status.
gripforge_server_createCreate a dedicated server record. Godot supports ENet and gfnet; gfnet requires a game server Docker image that boots its simulation and validation hooks. Does not start the process until deploy.
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.
gripforge_server_startStart the existing instance. Mutating.
gripforge_server_stopStop the running instance. Mutating.
gripforge_server_restartRestart the running instance. Mutating.
gripforge_server_scaleUpdate desired max players. Does not resize cloud hardware (Docker provider has no node pool). Mutating.
gripforge_server_deleteHIGH IMPACT. Stops the instance and deletes the server. Requires confirm=true. Owner only.
gripforge_server_logsStdout/stderr from the runtime provider (Docker logs). Not stored in SQL.
gripforge_server_metricsCPU, memory, network counters and player count from the metrics provider.
gripforge_server_eventsActivity feed: server.created, server.ready, player.joined, match.started, …
gripforge_build_listList game_builds (not Godot kit zips at /api/v1/builds).
gripforge_build_getRead one game build. Upload/deploy of Linux dedicated artifacts is not implemented yet.
gripforge_build_deployNot implemented. Returns 501 until artifact upload exists.
gripforge_build_rollbackNot implemented. Returns 501. Mutating / production-sensitive.
gripforge_players_listSessions reported by the Unity SDK. Empty until the SDK calls player.joined.
gripforge_player_getRead one player session on a server.
gripforge_player_kickRequires the Unity SDK. Currently returns 501. Mutating.
gripforge_player_banHIGH IMPACT. Requires the Unity SDK. Currently returns 501. Owner only.
gripforge_game_broadcastRequires the Unity SDK. Currently returns 501. Never runs a shell on the host.
gripforge_world_listWorlds stored for the workspace or a server’s project. Empty until worlds are implemented.
gripforge_world_deployNot implemented. Returns 501.
gripforge_world_backupNot implemented. Returns 501. Mutating.
gripforge_world_restoreHIGH IMPACT. Not implemented. Returns 501.
gripforge_match_listMatches recorded for a server (SDK or API).
Headers
| Name | Description |
|---|---|
x-api-keyRequired, secret | GripForge API key (gf_...) — create one at https://gripforge.ai/account |
Details
| Endpoint | https://gripforge.ai/mcp (Streamable HTTP) |
| Package | @gripforgeai/[email protected] (NPM, stdio) |
| First published | 5 Nov 2026 |
| Last updated | 5 Nov 2026 |
| Registry name | io.github.gripforgeai/mcp |
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