# @gripforgeai/mcp **The tools your AI needs to make your games.** Turn prompts into production-ready game assets — animated characters with their weapons attached, seamless textures, terrain, VFX, HUDs — and playable game kits. MCP client for the [GripForge](https://gripforge.ai) API — from Claude Code, Cursor, Windsurf, VS Code or any MCP client. ## How to use **Hosted — nothing to install.** Point any remote-capable MCP client at `https://gripforge.ai/mcp` with your API key ([create one here](https://gripforge.ai/account)): ```jsonc { "mcpServers": { "gripforge": { "url": "https://gripforge.ai/mcp", "headers": { "x-api-key": "gf_..." } } } } ``` **Claude Code**, in one line: ```bash claude mcp add --transport http gripforge https://gripforge.ai/mcp --header "x-api-key: gf_..." ``` **Local, via npm** — when the agent must write files into your repository: ```jsonc { "mcpServers": { "gripforge": { "command": "npx", "args": ["-y", "@gripforgeai/mcp"], "env": { "GRIPFORGE_API_KEY": "gf_..." } } } } ``` ## Key features - **Characters that move.** Describe one, get a rigged T-pose with an animation set — idle, run, attack — ready to drop into a scene. - **Weapons in hand.** GripForge finds the hand bone on any rig, scales the prop, closes the fist around the grip, and returns the bind plus Three.js, Unity and Godot snippets. - **Seamless textures.** Tileable material sets from a prompt or from your own image, upscaled without invention. - **Terrain and maps.** Playable room graphs, top-down shooter layouts with spawns and lanes, greybox reconstruction from references. - **VFX and HUD.** Animated effects and interface kits exported for your engine. - **Playable game kits.** Assemble modular capabilities — movement, combat, enemies, worlds — into a game that runs in the browser, then bind your own assets to it. - **One Library.** Everything generated lands in a locker your engine can pull from, and that your agent can search by look ("Devil May Cry like", "genshin"). ## Use cases - *"Attach this sword to my knight, right hand, then export the armed GLB."* — the agent handles the bone, the scale and the fist; you get a file that loads. - *"Make me a boss for an ashen underworld, with three phases and an arena."* — stats, attacks and engine snippets come back together. - *"Give this floor a mossy cobblestone texture that tiles."* — a seamless set, saved to the Library. - *"Build a playable roguelike slice I can try in the browser."* — a game kit project with its assets bound, playable from a link. ## FAQ **Do I need to install anything?** No. The hosted endpoint works from any MCP client that speaks streamable HTTP. The npm package exists for one reason: letting the agent write files directly into your repository. **Which engines are supported?** Unity, Godot, Unreal and Three.js — assets come with the binds and snippets each one expects. **How is it billed?** Credits, per generation. Reading the Library, animating an existing character, level and map kits cost nothing; generating a character or a weapon costs 10. **Where do my assets live?** In your workspace Library. You can pull them into your repository, push your own, and share them with the community catalog. **Can I use my own concept art?** Yes — pass an image and GripForge builds the T-pose sheet from it rather than inventing a character. ## Hosted endpoint No Node required — point any remote-capable MCP client at: ``` https://gripforge.ai/mcp ``` Auth: `x-api-key: gf_...` header (or `Authorization: Bearer`). Assets are passed as **URLs** (`character_url`, `prop_url`) — Tripo/Meshy download links work directly. ```jsonc // Cursor (.cursor/mcp.json) { "mcpServers": { "gripforge": { "url": "https://gripforge.ai/mcp", "headers": { "x-api-key": "gf_..." } } } } ``` ## Example > "Attach this sword to my knight, right hand, then export the armed GLB." The agent calls `gripforge_attach` with the two asset URLs (or local paths with the npm package); GripForge finds the hand bone, scales the prop to the character's hand, closes the fist around the grip and returns the bind JSON, ready-to-paste Three.js / Unity / Godot snippets, and optionally the armed GLB. To forge a character **from a picture** (not from a text prompt), pass `concept_item` (a Library `lib_…` T-pose/concept), or with the npm package a local `path` / `file_url`. That is Meshy image-to-3D. Without those fields the tool is text-to-3D only. ## Install (any MCP client) Add the server to your client's MCP config (`.mcp.json`, `mcp.json`, settings — the shape is the same everywhere): ```json { "mcpServers": { "gripforge": { "command": "npx", "args": ["-y", "@gripforgeai/mcp"], "env": { "GRIPFORGE_API_KEY": "gf_..." } } } } ``` Get an API key at https://gripforge.ai/login — Free: 15 Studio attaches + **3 API/MCP trial attaches / month**. Credit packs from €29 (100 credits, never expire). ## Install (Grok) ```bash grok mcp add gripforge --env GRIPFORGE_API_KEY=gf_... -- npx -y @gripforgeai/mcp ``` Or in `~/.grok/config.toml`: ```toml [mcp_servers.gripforge] command = "npx" args = ["-y", "@gripforgeai/mcp"] enabled = true startup_timeout_sec = 45 [mcp_servers.gripforge.env] GRIPFORGE_API_KEY = "gf_..." ``` Also works with Cursor, Windsurf and any MCP-compatible client — same `command` / `args` / `env` triple. ## Tool reference Hosted HTTP MCP (`https://gripforge.ai/mcp`) is always current. This npm package writes files into the repo (`out_dir`), including `gripforge_hud`, `gripforge_hud_bar` and `gripforge_cape`. Hosted-only: `gripforge_make_seamless`. Full list: https://gripforge.ai/mcp-docs - `gripforge_style_kit` — resolve "Devil May Cry like" / "genshin" to locker ids already tagged with that look. **Call this before generating.** Reuse the ids. - `gripforge_generate_character` — new T-pose + auto-rig into Library (10 credits). `kind=enemy` or the word "enemy" in the prompt. Skip this if style_kit already returned a character. - `gripforge_boss` — playable boss kit (stats, phases, attacks, arena, engine snippets). 0 credits. Reuses a locker enemy. `generate=true` forges a new kind=enemy (10 credits). Then `gripforge_animate` with the returned archetype. - `gripforge_concept_correct` — concept image → strict T-pose sheet (1 credit). - `gripforge_attach` — character + prop (paths or Library ids) in, bone-local bind + Three.js / Unity / Godot snippets out. Styles: melee, gun, shield, staff (scythe/polearm). `attach_id` reuses an armed bind as the character; `prop_id_2` / `prop_path_2` attaches a second held item (off-hand). With `export_glb: true` (+ `out_dir`) it also writes `attached.glb`: the character with the fist closed and the prop attached, textures preserved — use this for mitten-hand rigs, whose closed fist cannot travel in a JSON bind. - `gripforge_loadout` — multi-weapon character in one call (sets + manifest + clips). 1 credit / prop. - `gripforge_generate_weapon` — Meshy weapon GLB into Library (kind=weapon, polycount, style=melee|gun). 10 credits. Not generate_character. - `gripforge_hud` — survivor HUD kit (`hud.json` + PNGs + `.tscn` + snippets). Writes `out_dir` (default `./gripforge-hud`). 1 credit. - `gripforge_hud_bar` — original themed health-bar frame+fill PNGs. Writes `out_dir`. 2 credits. - `gripforge_cape` — cape bone grid + skinned `attached_cape.glb` + Godot/Three snippets. Writes `out_dir` (default `./gripforge-cape`). 1 credit. - `gripforge_formats` — supported formats & options. - `gripforge_library_list` / `get` / `push` / `pull` / `tag` — the Library locker. `kind=animation|audio` is valid. `pull` writes the mesh **and VFX sidecars** (`tex0..png/json`) into the open repo (`out_dir`, default `./gripforge-library`). Saving a bind after attach is not a second credit. - `gripforge_audio_kit` — locker SFX + music for a game look. Free. - `gripforge_animate` — clip pack onto a Mixamo Library char (archetype sword/claws/heavy/brawler/puppet). 0 credits. - `gripforge_retarget` — clip from skeleton A onto skeleton B. - `gripforge_rest_pose` — arms-down rest computed against this mesh (weapons stay on an armed bind). - `gripforge_render` — server PNG preview so the agent can see without a browser. - `gripforge_scene_kit` — locker props + suggested layout for a game look. - `gripforge_light_kit` / `gripforge_font` / `gripforge_navmesh` — lights+fog, webfont+ranks, walkable AABB. 0 credits. - `gripforge_input_kit` — FPS InputMap (WASD + arrows). Write input.json, autoload GfInput. Optional `third_person: true` adds portable character-facing JavaScript and a Three.js integration example; the existing input map is unchanged. 0 credits. - `gripforge_viewmodel_kit` — CS-style FPS arms + gun under Camera3D/Hold. Write viewmodel.json + gf_viewmodel.gd. 0 credits. - `gripforge_loading_page` — overlay html/css/js + Godot/Unity/Unreal. Pass `character_id` for a 16:9 still (1 credit). - `gripforge_level` — playable room graph from a prompt. 0 credits. - `gripforge_map_plan` — top-down FPS/bomb map (spawns, sites A/B, lanes, walls). Preview: https://gripforge.ai/map-plan?prompt=dust2. 0 credits. - `gripforge_map_wires` — sagging electrical spans (2 anchors + sag), not a cable mesh. Pair with map_plan. 0 credits. - `gripforge_map_look` — still → camera + dressing ids (shot21a A-site). LINK only, never Meshy image-to-3d. 0 credits. - `gripforge_map_reconstruct` — collect → graph → greybox → zone → camera match → dress. Dust II Valve IP: greybox benchmark only, no BSP. stage=dress = original textures + props + wires. 0 credits. - `gripforge_hitbox` — body capsules + `weapons[]` from a bind or loadout. - `gripforge_texture_prep` — local path or `texture_id` → seamless blend + faithful lanczos upscale (1×/2×/4×, max 1024 or 2048). Writes the PNG into `out_dir` and returns the Library albedo URL. Not a generator. No credit. - `gripforge_vfx_generate` — use `preset` set to `slash-trail`, `slash-steel`, `slash-fire`, `slash-ice` or `slash-nature` alone for a ready-to-play recipe without AI; otherwise text/image to an editable animated VFX specification (admin keys). Accepts `prompt`, `visual_style`, and either a base64 `image_data` or an owned Library `image_id`. - `gripforge_vfx` / `gripforge_vfx_preview` — save/export and sample VFX (admin keys). Pass generated `emitters` and `generation` along with the effect parameters to preserve the generated result. - `gripforge_shaders` — list the authorized shader catalog (`{ id, name, engines }`). Search `q=slash_reveal`. - `gripforge_shader_pull` — `id` + `engine` (`godot`|`unity`|`three`) + `out_dir` → write sources into the repo and return an assignment snippet. **v1 pull is free**. - `gripforge_performance` — analyze measured game FPS, frame timing, CPU/render submission, optional GPU timing and network latency. Retrieve an explicitly shared workspace capture or provide a report directly. 0 credits. ### Game Kits (modular) Composable gameplay kits (`vehicle.driveable`, `mission.objectives`, `npc.wanted`…) installed into a Game Kit project (`gkp_…`) with dependency resolution, a lockfile and a browser play URL, then delivered into Godot, Unity or Unreal projects. All 0 credits except the first delivery of a kit major version to an engine (1 credit per workspace). Full parameters: https://gripforge.ai/mcp-docs - `gripforge_gamekit_search` — **start here**: search the catalogue by text, capability, tag or target; with `project_id` each hit carries its install state. - `gripforge_gamekit_get` — manifest, README, config schema + defaults, versions of one kit (`with_usage` lists the projects using it). - `gripforge_gamekit_install` — add a kit to a project; manifest dependencies are resolved automatically (`dry_run` to preview). - `gripforge_gamekit_remove` — uninstall a kit (`force` past `kit_in_use`, `prune` orphaned dependencies). - `gripforge_gamekit_configure` — merge config values or toggle `enabled` without uninstalling. - `gripforge_gamekit_dependencies` — dependency graph of a project, or the manifest tree of a catalogue kit. - `gripforge_gamekit_update` — update plan (dry-run) or `apply=true` to write the lockfile and run migrations; omit `id` for all kits. - `gripforge_gamekit_deliver` — plan (`dry_run`) then bundle of engine files for `godot` / `unity` / `unreal` (`web` is native); write `bundle.files` following `plan.actions`. - `gripforge_gamekit_deliver_local` (this npm client only) — same delivery straight into `project_dir`: hashes `gripforge/**`, reads the lock, executes the actions with backups in `gripforge/.backup//`, `verify=true` runs Godot headless when `GODOT_BIN` is set. - `gripforge_gamekit_rollback_local` (this npm client only) — restore the backups of the last delivery and put the previous lock back. - `gripforge_game_capabilities` — what the project provides, what is missing for a goal and which kits fill each gap. - `gripforge_game_project` — `action=list|create|get|bind|data|delete` on projects (bindings slot → `lib_…`, data collections, `confirm=true` to delete). - `gripforge_game_play_url` — browser play URL of the project's current revision (`{ url, absolute }`). ## Character facing for third-person games Call `gripforge_input_kit` with `{ "prompt": "third person", "third_person": true }`. Save the returned `third_person.source_js` as `character-facing.js`; it exports: ```js // Keep this object for the lifetime of one character. const facingState = { velocity: 0, targetYaw: currentYaw }; updateCharacterFacing(currentYaw, { moveX, moveZ, lookYaw, aiming, firing, building }, dtSeconds, facingState) ``` Pass world-space movement with **-Z forward**, angles in radians and elapsed time in seconds. Free movement turns the character toward its travel direction; standing still finishes the last turn and retains that heading. Aiming, firing or building turns it toward `lookYaw`. Turning follows the shortest arc with bounded angular speed and acceleration, retaining continuous analog directions. Elapsed time is capped at 0.1 seconds after a long pause. The optional state adds smooth acceleration and braking; older three-argument calls still work with a speed cap. Reset the state after a teleport or character replacement. The returned `usage_three` rotates an outer avatar group, preserving the imported model's quaternion and keeping camera control independent. This helper supplies orientation only. Keep your existing movement, physics, collision, camera and network systems. Omitting `third_person`, or setting it to `false`, returns the existing input kit without the additional section. The option is available in the hosted MCP and this source checkout; it is not in published npm `0.1.5`. ## Performance diagnostics `gripforge_performance` is included in this source checkout and the hosted MCP. The published npm `0.1.5` package does not include it. Use the hosted endpoint above, or build this checkout with `pnpm --filter @gripforgeai/mcp build` and configure your MCP client to run `node` with the absolute path to `packages/mcp-client/dist/server.js`. Deploying the website does not update an installed npm package. To retrieve the latest capture explicitly shared from a game in the API key's workspace: ```json { "kit_id": "lib_your_kit_id" } ``` Omit `kit_id` to use that workspace's latest capture. If none is available, the tool asks for a capture or a report; it does not manufacture measurements. Alternatively, provide copied diagnostic JSON: ```json { "report": { "game": "Eclat Royale", "viewport": { "width": 1920, "height": 1080 }, "samples": [ { "fps": 32, "frameMs": 31.25, "p95Ms": 48, "cpuMs": 12, "submitMs": 7, "networkMs": 65 }, { "fps": 34, "frameMs": 29.41, "p95Ms": 43, "cpuMs": 11, "submitMs": 6, "networkMs": 70 }, { "fps": 31, "frameMs": 32.26, "p95Ms": 50, "cpuMs": 13, "submitMs": 8, "networkMs": 62 } ] } } ``` These example values illustrate the format. Supply measurements from the affected game session. A report accepts 1–120 samples and each sample needs `fps` or `frameMs`. Optional fields are `pixelRatio`, `quality`, `level`, `gpuMs`, `drawCalls`, `triangles` and `snapshotAgeMs`, as well as the timing fields above. The tool strips unrecognized report fields before sending the report to GripForge. Explicit reports use analysis mode and are not saved as captures. Results separate measured findings from recommendations. Renderer submission is CPU/driver time already included in `cpuMs`; `gpuMs` is meaningful only when actually measured. This tool does not control a browser, change game settings, publish code or automatically fix a game. ## Env - `GRIPFORGE_API_KEY` (required) — 1 credit = 1 successful attach - `GRIPFORGE_API_URL` (optional) — defaults to https://gripforge.ai