GripForge
Turn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.
Connector by gripforgeai · GitHub account verified by the MCP Registry
Install
Works with Claude Code, VS Code, Codex, Cursor, Windsurf, Claude Desktop. Read the repository before you give any tool access to your data.
npx agentmarket install connector/gripforgeai-mcp
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
Remote endpoint
https://gripforge.ai/mcpRemote (HTTP)
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About
Use cases: ui-design, code-generation
Reviews
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Permissions
What this server can do and what it asks for, from its tool list and install config. Checked Oct 25, 2026.
- Tools
- 100 read · 125 write · 9 delete
- Secrets
- 2 (API keys, tokens or passwords)
- Install scripts
- Not scanned yet
- Runs as
- Node.js package
Tools by what they do 234
From the running server's own tool list (tools/list) on Oct 25, 2026.
Read 100 · Look things up without changing anything.
getAttachmentFramegetWearableFramegripforge_abilitiesgripforge_admin_assetsgripforge_aimgripforge_architecture_schemagripforge_armor_readgripforge_asset_searchgripforge_audio_kitgripforge_bot_kitgripforge_build_getgripforge_build_list
Show 88 more tools
gripforge_compute_assetsgripforge_compute_downloadgripforge_compute_jobgripforge_compute_statusgripforge_creature_rig_schemagripforge_debug_snapshotgripforge_docsgripforge_flexible_chain_schemagripforge_flexible_weapon_schemagripforge_fontgripforge_formatsgripforge_fp_hands_schemagripforge_fps_kitgripforge_game_asset_plangripforge_game_capabilitiesgripforge_game_enginegripforge_game_play_urlgripforge_game_testgripforge_gamekit_apigripforge_gamekit_dependenciesgripforge_gamekit_getgripforge_gamekit_installedgripforge_gamekit_searchgripforge_generation_listgripforge_generation_quotegripforge_generation_readgripforge_get_completion_reportgripforge_get_render_capabilitiesgripforge_hitboxgripforge_input_kitgripforge_inspectgripforge_joystick_kitgripforge_levelgripforge_library_getgripforge_library_listgripforge_library_pullgripforge_light_kitgripforge_map_import_unreal_schemagripforge_map_lookgripforge_map_plangripforge_map_propsgripforge_map_reconstructgripforge_map_refsgripforge_map_schemagripforge_map_wiresgripforge_match_getgripforge_match_kitgripforge_match_listgripforge_menu_kitgripforge_navmeshgripforge_net_kitgripforge_performancegripforge_player_getgripforge_players_listgripforge_project_getgripforge_realism_schemagripforge_rendergripforge_resolve_requirementsgripforge_runtime_receiptgripforge_runtime_sessionsgripforge_scene_asset_versionsgripforge_scene_kitgripforge_scene_listgripforge_scene_proposal_readgripforge_scene_proposalsgripforge_scene_readgripforge_scene_schemagripforge_scene_versionsgripforge_server_eventsgripforge_server_getgripforge_server_listgripforge_server_logsgripforge_server_metricsgripforge_shader_pullgripforge_shadersgripforge_shield_exportgripforge_style_kitgripforge_ui_screengripforge_vehicle_orientgripforge_vehicle_schemagripforge_vfx_generategripforge_vfx_previewgripforge_vfx_project_readgripforge_vfx_project_schemagripforge_viewmodel_kitgripforge_weapon_motion_reviewgripforge_weapon_profilegripforge_world_list
Write 125 · Create, change, send or run things.
gripforge_abilities_generategripforge_ability_vfxgripforge_admin_assets_updategripforge_animategripforge_apply_realismgripforge_armor_generategripforge_armor_repairgripforge_asset_clonegripforge_attachgripforge_audio_generategripforge_audit_gamegripforge_blender_fabricate
Show 113 more tools
gripforge_bossgripforge_build_deploygripforge_cancel_render_previewgripforge_capegripforge_character_conceptsgripforge_complete_gamegripforge_compute_generategripforge_compute_validategripforge_compute_variantgripforge_concept_correctgripforge_configure_render_previewgripforge_creature_analyzegripforge_creature_riggripforge_debug_setgripforge_define_gamegripforge_environment_modulegripforge_facial_riggripforge_flexible_chaingripforge_fps_animationgripforge_game_art_directiongripforge_game_audiogripforge_game_auditgripforge_game_broadcastgripforge_game_conceptsgripforge_game_contentgripforge_game_creationgripforge_game_modsgripforge_game_projectgripforge_game_scenesgripforge_game_theme_from_conceptgripforge_game_web_exportgripforge_game_worldgripforge_game_world_scopegripforge_gamekit_anim_layersgripforge_gamekit_configuregripforge_gamekit_creaturesgripforge_gamekit_delivergripforge_gamekit_installgripforge_gamekit_updategripforge_generategripforge_generate_buildinggripforge_generate_charactergripforge_generate_creaturegripforge_generate_districtgripforge_generate_flexible_weapongripforge_generate_fp_handsgripforge_generate_propgripforge_generate_vehiclegripforge_generate_weapongripforge_generate_weapon_cataloggripforge_generation_cancelgripforge_generation_retrygripforge_hudgripforge_hud_bargripforge_hud_importgripforge_kitgripforge_library_optimizegripforge_library_pushgripforge_library_taggripforge_loading_pagegripforge_loadoutgripforge_make_seamlessgripforge_map_conceptgripforge_map_generategripforge_map_importgripforge_map_import_unrealgripforge_match_creategripforge_moba_mapgripforge_moba_rostergripforge_motion_generategripforge_prepare_vehiclegripforge_projectile_creategripforge_render_previewgripforge_rest_posegripforge_retargetgripforge_runtime_commandgripforge_scene_asset_pingripforge_scene_asset_promotegripforge_scene_asset_reviewgripforge_scene_creategripforge_scene_modifygripforge_scene_optimizegripforge_scene_promotegripforge_scene_proposal_applygripforge_scene_realismgripforge_scene_reviewgripforge_scene_writegripforge_server_creategripforge_server_deploygripforge_server_restartgripforge_server_scalegripforge_server_startgripforge_settingsgripforge_shield_vfxgripforge_stylegripforge_terrain_map_usegripforge_test_gamegripforge_texture_prepgripforge_urban_buildinggripforge_validate_releasegripforge_vehicle_doorsgripforge_vehicle_finishgripforge_vehicle_segmentgripforge_vfxgripforge_vfx_project_generategripforge_vfx_project_promotegripforge_vfx_project_rendergripforge_vfx_project_reviewgripforge_vfx_project_writegripforge_voice_profilegripforge_weapon_motiongripforge_world_backupgripforge_world_deploy
Delete 9 · Delete, drop, revoke or wipe things.
gripforge_build_rollbackgripforge_gamekit_removegripforge_match_stopgripforge_player_bangripforge_player_kickgripforge_scene_patchgripforge_server_deletegripforge_server_stopgripforge_world_restore
Secrets and settings it asks for
Secrets: values you paste in that let it act as you.
GRIPFORGE_API_KEYx-api-key
Network hosts it talks to 1
gripforge.ai· found in remote endpoint, install command
Files it touches
- Any path the agent passes to its tools
Tools (234)
As the server listed them on Oct 25, 2026. Descriptions are the server’s own words; hidden characters are shown as [U+…].
getAttachmentFrameSkeleton attachment frameread-onlyReturn 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.
getWearableFrameWearable asset frameread-onlyAnalyze an armor asset once: up, bodyFacing, outward, anchor. Never returns rotate X = 180°.
gripforge_abilitiesAbilities / skills · four enginesread-onlycombat.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.
gripforge_abilities_generateGenerate hero abilitiesA 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 wit…
gripforge_ability_vfxGive every ability of a game its cast effectJourney — after the roster; gripforge_game_audit lists it among what a finished MOBA has. Write 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:<a…
gripforge_admin_assetsPlatform assets (admin)read-onlyADMIN ONLY. Every asset of the platform, all workspaces: filter by kind, owner, tag, pack, style, team rating (rating=none is the review queue) or curation (featured, hidden), sort by rating or size. Each row has its team rating (1–5), featured / hidden flags and its mobile rank (0–100). Pass id for one asset in full. Refused for non-admin keys. Change them with gripforge_admin_assets_update.
gripforge_admin_assets_updateRate, tag and curate assets (admin)ADMIN ONLY. Curate platform assets in bulk (up to 200 ids): rate 1–5 (moves the community rank), add or remove a tag, replace the tags of one asset, feature (first in the rank sort), hide (out of listings and search, still served by id), publish / unpublish, file into a pack. Every change is audited with the admin who made it. Find ids with gripforge_admin_assets. Deleting stays in the /admin/assets screen. Refused for non-admin keys.
gripforge_aimAim-offset poses (two-bone IK per hand)read-onlyAim-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).
gripforge_animateApply standard animation packRetarget the Universal Animation Library pack onto a Mixamo-named Library character/enemy/armed bind. In a Game Kit project gripforge_gamekit_creatures runs it for free on every bound creature, and gripforge_game_audit lists the models still lacking movement or action clips. Base slots + 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 cre…
gripforge_apply_realismOrchestrate scene 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=apply writes one work revision atomically, preserving assets, transforms, animation and validated versions. Explicit nodeIds restrict instance assignments; lighting/post-processing are global. materials/characters rows use {nodeId,material:"*"|exactName,override:{roughness,metalness,map,normalMap,surface,...}}; pinned map …
gripforge_architecture_schemaArchitecture · schemaread-onlyRead the reusable Meshy/Tripo building and district contract, example, limits and plan → build workflow. Separate immutable Library assets, scene instances and shared SceneDocument. No paid generation.
gripforge_armor_generateGenerate a modular armor kitQueue 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 ea…
gripforge_armor_readRead a modular armor kitread-onlyRead 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_repairRepair unfinished armor piecesFork 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.
gripforge_asset_cloneCopy a Community asset to the workspaceCopy 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.
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gripforge_asset_searchSearch workspace and Community assetsread-onlySearch 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 fr…
gripforge_attachAttach weapon to characterAttach 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_lib…
gripforge_audio_generateGenerate game sounds · Stable Audio 3 MediumGenerate SFX and ambience with self-hosted Stable Audio 3 Medium, the default sound model. No downgrade to Small. Call action=quote first (no generation/charge), then action=generate with the returned quote_hash and identical inputs. Cost is disclosed in the quote; generation may spend the selected AI allowance or GripForge credits. Returns a durable job_id immediately; poll gripforge_generation_read. Successful takes survive retries as Library audio with prompt, seed, revision and WAV measurements. Optional role assignment uses expected_revision; a conflicting edit keeps takes in Library with…
gripforge_audio_kitAudio kit for a game styleread-onlySearch 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.
gripforge_audit_gameGame completeness: audit gameInspect project structure and flow, preserve fresh build evidence and report unsupported tests explicitly. 0 credits.
gripforge_blender_fabricateFabricate editable assets with BlenderQueue 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.
gripforge_bossBoss kit (stats + phases + optional mesh)Create 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.
gripforge_bot_kitServer-owned navmesh botsread-onlyNavmesh bots as server-owned player scenes so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.
gripforge_build_deployDeploy a buildNot implemented. Returns 501 until artifact upload exists.
gripforge_build_getGet a dedicated buildread-onlyRead one game build. Upload/deploy of Linux dedicated artifacts is not implemented yet.
gripforge_build_listList dedicated buildsread-onlyList game_builds (not Godot kit zips at /api/v1/builds).
gripforge_build_rollbackRollback a buildcan change or delete dataNot implemented. Returns 501. Mutating / production-sensitive.
gripforge_cancel_render_previewBevy neural preview: cancel_render_previewLocal optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local rights manifest must be selected in the browser; none are downloaded. render_preview starts an asynchronous request: read the command receipt, then query get_render_capabilities for actual completion, model, effective resolution, provenance, timings and limitations. Cancellation prevents stale publication. No images are uploaded. 0 credits.
gripforge_capeRig a cape onto a character (bones + skinning + spring params)Cape 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…
gripforge_character_conceptsThree character / enemy / boss concept picturesThree 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).
gripforge_complete_gameGame completeness: complete gameQueue bounded completion using existing kit installers and regression tests. Installs only the provider that fits the game and only kits of its genre, preset or request (never a kit that makes it another game). Preserves exclusions and project revision safety. No paid generation or destructive replacement. Poll status_url; succeeded means the job finished, inspect report.ready. 0 credits.
gripforge_compute_assetsCompute · list assets (deprecated alias)read-onlyDEPRECATED alias of gripforge_library_list with engine=compute (each item carries the same `compute` block) and of gripforge_library_get (its `compute` block: family and edit link). List recent GripForge Compute assets of the workspace (manufactures and variants), newest first, each with asset_id, kind, type, category, tags (engine, recipe, budget, near/scene, materials, style, licence…), needs_rig, level (scene/detail), edit_url and file_url. With asset_id: that asset's family (original + colour/material versions) and its edit link. Free.
gripforge_compute_downloadCompute · download a GLB (deprecated alias)read-onlyDEPRECATED alias of gripforge_library_get (same signed library file). Signed-in download link of one Compute GLB (file_url, needs the API key header) and its edit page. Free.
gripforge_compute_generateCompute · generate 3D assets (deprecated alias)DEPRECATED alias of gripforge_generate_prop with provider=compute (same request through the single generation door POST /api/v1/generate-asset, same answer); prefer that tool. ON DEMAND ONLY: use when the user asks for GripForge Compute; the default 3D generator stays gripforge_generate_prop without provider. Make textured 3D prop/furniture assets with GripForge Compute from images or text descriptions: one asset (name + prompt or image) or several at once (items, up to 5; each item is one asset, from its prompt or its image). Two steps: stage=quote (free) returns each quote.token and the tota…
gripforge_compute_jobCompute · follow jobs (deprecated alias)read-onlyDEPRECATED alias of gripforge_generation_read (same GET /api/v1/generation-jobs/:id; that tool returns the same studio_url, attente, validation and result.assets edit_url / file_url). Read GripForge Compute jobs (generations or variants): job_id, or job_ids for several at once. Status (queued, running, succeeded, failed), current stage and stage counts. While the router waits, `attente` = {raison: demarrage_machine | aucune_machine | file | machine_occupee, position, depuis, estimation_s} (a machine start takes about 10 min the first time). On success, result.assets lists the GLBs (scene, deta…
gripforge_compute_statusCompute · router statusread-onlyGripForge Compute readiness (free, read-only): whether generation is open, which actions the router can run now (image, text, couleur, matiere) and a machine summary (ready / busy / starting). The router rents and stops its own machines; nothing is started by this call.
gripforge_compute_validateCompute · validate or regenerate text imagesA text generation of GripForge Compute stops after its four reference images (gripforge_generation_read shows validation.etat en_attente and images[{stage, url}]). Show them to the user, then: image=1..4 to turn that image into 3D (stage=quote returns the 3D price; stage=generate with quote_token and confirm=true launches the 3D job, billed when finished), or regenerate=true (optionally with a new prompt) for four new images, billed again on their own, or abandon=true (only the images were billed).
gripforge_compute_variantCompute · colour, material or polygon variantNew version of a Compute asset, on demand: kind=couleur (value #RRGGBB, recolours the main material), kind=matiere (value: a few words, e.g. "green velvet"; the texture is redone) kind=retexture (value: a style for the whole asset, same mesh and UVs, e.g. "painted blue wood, worn") or kind=budget (change the polygon count: value bas | moyen | haut relative to the current one, or an exact « near » triangle count 500–200000; the « scene » GLB gets half; refused as coming soon until the router supports it). stage=quote (free) returns quote.token; after the user accepts, stage=generate with quote_…
gripforge_concept_correctCorrect a character conceptTurn 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.
gripforge_configure_render_previewBevy neural preview: configure_render_previewLocal optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local rights manifest must be selected in the browser; none are downloaded. render_preview starts an asynchronous request: read the command receipt, then query get_render_capabilities for actual completion, model, effective resolution, provenance, timings and limitations. Cancellation prevents stale publication. No images are uploaded. 0 credits.
gripforge_creature_analyzeCreature rig · detect anatomyQueue 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.
gripforge_creature_rigCreature rig · manufactureCreate 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 comba…
gripforge_creature_rig_schemaCreature rig · schemaread-onlyRead 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.
gripforge_debug_setDrive the debug inspector of a running gameSend ops of gripforge.debug/1 to the debug inspector of a game open in a browser by a member of its workspace, then read the snapshot: { op: "mode", wireframe?, colliders?, bounds? } (wireframe, collision boxes, mesh bounds), { op: "tree", root?, depth?, maxNodes? }, { op: "select", ids }, { op: "hide", id, hidden }, { op: "outline", id, on }, { op: "reset" } (show everything, no outline), { op: "extension", id, on } (a debug mode of a kit, e.g. ai.navigation.paths), { op: "open" } / { op: "close" } (the panel on screen). Ids are those of the snapshot tree. Nothing is saved in the project. Sam…
gripforge_debug_snapshotDebug snapshot of a running gameread-onlyRead the debug inspector of a game open in a browser by a member of its workspace (the play page, Bevy player): frame rate and frame time (p50/p95/p99, worst, slow frames, stages of a frame), GPU and backend (webgpu, webgl2, vulkan, dx12, metal…, software rasteriser or not), draws, meshes, triangles, materials, lights, textures and their memory, entities, memory; the modes (wireframe, colliders, bounds), the selection, hidden and outlined nodes, the debug modes the kits registered and their data; with tree=true the scene tree (scenes, nodes, meshes with vertices / triangles / material, world b…
gripforge_define_gameGame completeness: define gameJourney — right after choosing the genre. The finished game of its genre is the default scope: its definition of done and what every game has (a way to win AND to lose, title / pause / end screens, sound, the genre HUD, touch controls, a loop playable from start to end) are required capabilities; exclude one only when the user explicitly asks (an endless game), and say so. Persist a versioned Game Completion Contract with revision checking. Read get_completion_report for its schema and a proposed contract. Required, optional and excluded capabilities describe the actual intended experience. 0 …
gripforge_docsGripForge docs (offline)read-onlyThe GripForge docs, embedded in this MCP (readable offline, versioned with it), as Markdown. Without topic: the list of topics. With topic: its text, or one section (section = a heading, its number such as "4.2", or words of it); a long topic answers its table of contents first unless a section is given or full=true. Topics: web-export, godot, unity, unreal, desktop, rooms-server, central-server, c-api, glossary, kit-api, third-party, player, render-budget, scene-optim, porting, game-schema, module-calls, module-calls-native, godot-host, kit-modules, kit-structures, kit-third-party, abi, moddi…
gripforge_environment_moduleCreate a reusable environment moduleFree parametric 3D masonry, independent of any game: pillar, arch, fountain, stairs, wall, pavement, rock, cliff, ruin, bridge, watchtower, shrine or a stone guardian. inspect (default) returns real generated bounds, triangle count, metric recipe and assembly sockets. build saves a private textured GLB in the Library, with bevelled geometry, baked vertex shading and named stone/recess/trim/water materials. Dimensions are nominal metres; bounds report actual moulding overhang. Ground origin, stairs ascend toward -Z, <=23 cm risers; top/bottom sockets support assembly. Seed and palette are repea…
gripforge_facial_rigFacial rig · inspect and prepare dialogueInspect or create mouth controls on an OWNED GLB while preserving its body skeleton and animations. action=schema returns the contract. inspect returns a persistent job with mesh node indices, local bounds, existing facial controls and compatible dialogue.voice mappings. build automatically reuses recognized Oculus/ARKit/Rhubarb controls, or creates eight draft mouth morphs from explicit mouth landmarks (profile). A sealed mouth requires explicit prepare_mouth=true to cut a guided opening on the output copy and add an interior; it interpolates UVs and skin weights, changes face topology and re…
gripforge_flexible_chainSimulate and bake a 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…
gripforge_flexible_chain_schemaFlexible chain recipes and examplesread-onlyRead 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_weapon_schemaFlexible weapon manufacturing recipesread-onlyRead the bounded recipe and concept-first workflow for Meshy + Blender flexible weapons, costs, pinned component reuse and source animation requirements.
gripforge_fontHUD webfont + rank copyread-onlyGoogle-font CSS + exact HUD copy for a game look (stylish action: Cinzel D–SSS, kart: Teko, tactical FPS: Barlow Condensed). Put letters in HTML/Text nodes. Do NOT rasterize ranks, km/h, or HUD numbers with an image model. 0 credits.
gripforge_formatsSupported formatsread-onlyList the mesh formats and grip styles GripForge supports.
gripforge_fp_hands_schemaFirst-person hand manufacturing contractread-onlyRead 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_fps_animationAuthor first-person weapon rigs and materialsQueue 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:{assetId,revisionId},node:"FPS_Hands",materials:{map:{assetId,revisionId},normalMap?:{assetId,revisionId},roughnessMap?:{assetId,revisionId},normalScale:0.35,roughness:1,metalness:0}}. Upload and pin owned textures first; they must match source UVs. Select one exact skinned node; other nodes, geometry, fingers and clips st…
gripforge_fps_kitTactical FPS engineread-onlyReusable 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.
gripforge_game_art_directionRead or update the shared art direction of a gameStore artistic intent on the existing Game Kit project (game.engine), separately from gameplay: look, world/theme, palette, proportions/materials/lighting notes and device budget. Read first, then set with expected_revision. Unspecified fields are preserved; null clears a field or the profile. Existing assets and rendering are not modified. Use this direction with map wizard.look, VFX look, asset prompts, lighting and UI tools, then inspect gripforge_game_asset_plan and actual-engine captures. 0 credits.
gripforge_game_asset_planAudit project asset roles or search compatible candidatesread-onlyRead asset requirements from enabled Game Kits and game.engine archetypes. Without slot: report missing files/bindings, template defaults, metadata style/theme conflicts, unknown classifications and technical ranking concerns. With slot: search accessible Library/Community candidates for that role and the saved art direction; known visual conflicts are excluded. No purchase, generation or binding. Metadata checks do not replace visual/animation/gameplay review in the actual engine. 0 credits.
gripforge_game_audioGame audio · effects, weapons, music and ambienceRead and configure the existing audio.core of an owned Game Kit project. get returns revision, role catalogue, sources, procedural/silent roles, weapon shot overrides, bus defaults, music states/playlists, event cues and broken references. It is a configuration audit; playback stays unverified until heard in the player. configure merges only supplied roles/weapons/volumes/fade and requires expected_revision from get. dry_run previews the same validated result without saving. Preserves other sounds, custom cues, spatial areas and Rust acoustic geometry. Search Library audio first; never use a s…
gripforge_game_auditAudit a game: what is left before it is finishedOne report of everything that stands between a Game Kit project (gkp_…) and a FINISHED game of its genre — run it before telling the user a game is done, and again after each round of fixes. It aggregates, by severity (blocker / major / minor): creatures (slots drawn as a capsule, models without a skeleton, missing movement or action clips, the animation chain in progress), controls (no control scheme, the suggested one, keys shared by two actions in one mode, playable actions without a key), content (missing capabilities, required slots, the game.engine report), the last headless playtest (fa…
gripforge_game_broadcastBroadcast to a matchRequires the Unity SDK. Currently returns 501. Never runs a shell on the host.
gripforge_game_capabilitiesCapabilities report of a projectread-onlyJourney — while composing; gripforge_game_audit includes this report, with the creatures, the controls, the playtest and the definition of done of the genre. Report 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.
gripforge_game_conceptsGame conceptsConcept art for a whole game, reused before generated. Use it when a user asks for a game like a title they name: call stage=plan with the game as they wrote it. When the user describes specific items (heroes, weapons, props…), pass them in wishes: they are drawn exactly as asked. 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 ico…
gripforge_game_contentDrop content into a game: scenes, archetypes, scripts, quests…Journey — the content of the game. Once written, gripforge_game_audit says what a finished game of the genre still lacks (a quest, a way to win and to lose, dialogues…). Read and write the content of a Game Kit project (gkp_…) — what game.engine builds the game from, no engine code needed. kind: archetype (an entity template: kind prop|npc|…, asset { item: lib_… } bound to content:<id> | { slot }, components claimed by kits — see gripforge_game_engine blocks — and gives { quest, offer, progress?, thanks? } for "this NPC gives this quest"), scene (world { kit, config?, doc? }, entries, instance…
gripforge_game_creationPrepare and resume a gameThe 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 (player_accounts=true adds player accounts through central.client even to a solo game; off by default, online multiplayer always has it), 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…
gripforge_game_engineThe engine of a game: structure, bricks, report, next stepsread-onlyJourney — the build order of the content; its last step is gripforge_game_audit, not "it loads". Read game.engine of a Game Kit project (gkp_…) — a direction, never a gate. action=start (default): the start pack { version, active, structure { engine, kits, content counts, code }, scene, blocks digest, order (scene → playable → assets → archetypes → story → scripts → ui → validate → deliver → code), next [{ step, tool, args, why }], code (where game code goes per engine), rules } and the full content report. action=blocks: the brick catalogue computed from the manifests — entity kinds, archetyp…
gripforge_game_modsMods of a game: list, validate, install, enable, orderJourney — while building or after: a packaged way to apply the same extension mechanisms (config, documents, hooks, reactions) as one separable unit — a variant to switch on, content added over the game, a game opened to its players' mods (an option of the developer). gripforge_game_audit then plays the modded game. The mods of a Game Kit project (gkp_…), docs/mods-engine.md: a mod (gripforge.mod/1) is data applied over the project before the kits mount — config keys and collection documents the kits declare moddable (configPatch by dotted path, data.<collection> { remove, patch, add, order },…
gripforge_game_play_urlPlay URL of a Game Kit projectread-onlyJourney — to look at the running game. Share it as finished only when gripforge_game_audit says complete and gripforge_validate_release says ready; otherwise say what is left. Get 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.
gripforge_game_projectList, create, read, bind, feed, set the controls of or delete Game Kit projectsJourney — create, then bind a model to every creature slot (get carries the creatures report) and set the controls: action=controls applies the control scheme of the gameplay, a proposal to adapt. Before telling the user the game is done: gripforge_game_audit. Manage 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; adventure is the reference game of game.engine) or an explicit kits map — every new project gets game.en…
gripforge_game_scenesScenes and levels of a game: list, create, order, link, assets, load planThe scenes and levels of a Game Kit project (gkp_…), game.engine 1.7 — use this tool, never code a scene manager. A scene has a kind: interface (no world: title, main menu, credits — kits build nothing, the renderers draw no world), 2d, 3d (default), loading (shown while the next scene loads), cinematic; a role: menu (entered first, Play leads on), level (levels follow the order), credits, other; next (the scene that follows: Play from the menu, the end of a level, the script verb next_scene); loading (how it shows when its files are not ready — on demand: preloaded or cached files go straight…
gripforge_game_testPlaytest a Game Kit projectread-onlyJourney — after each change: it also checks what the game chose (its scheme's gestures, fullscreen, right button, pointer capture, texts against the bindings). A playtest that passes is not a finished game: gripforge_game_audit (playtest="run" runs this test) gives the verdict and everything the tester cannot see. Play the project headless and report what works and what is broken. Run it after building or changing a game, before telling the user it is done. An automatic player spawns, walks, follows the mission waypoints, uses what offers a prompt, picks things up and attacks enemies. Probes c…
gripforge_game_theme_from_conceptFill the game interface theme from a generated UI conceptGeneric concept → theme pipeline for a Game Kit project: the saved art direction (gripforge_game_art_direction: look, theme, palette, notes, device) becomes ONE interface concept image (title, main menu, HUD with health, a weapon card, key prompts), a vision pass reads its design tokens (colour roles, radius, border width, button shape, padding, letter case, weight, the closest open-licence font, glyph style, closest preset) and they are written as the ui.theme config (contrast repaired). The concept is kept in the Library (kind concept, category ui). action=quote prices it: 1 credit per run (…
gripforge_game_web_exportPrepare a standalone local web gameJourney — last. Run gripforge_game_audit then gripforge_validate_release first: export a game whose verdict is complete and whose release is ready, or tell the user what is left. Prepare a download manifest for an existing web Game Kit project in the current workspace. Reuses the same player and HUD as hosted play, compiles only installed enabled kit runtimes, and lists the game configuration, static resources and Library assets to download. Does not publish the project or change its visibility. The hosted MCP cannot write local files: use gripforge game-export <project_id> <folder> locally, t…
gripforge_game_worldLevel plan and world reviewRead source-linked plans (get), author one (plan), construct actual kit content atomically (build, with plan_id, options and expected_revision; dry_run previews; activate explicitly sets the entry scene), save an input journey (journey), inspect without a run (inspect), or queue a real Bevy input/capture test (test). get section:builder with kit returns the provider options; section:journey returns its schema. Builders belong to kits, never genres. test returns a durable job; AI visual review uses a separately quoted Develop and test pass. Generated content remains unverified. Preserve require…
gripforge_game_world_scopeSpatial production queueRead every spatial obligation in the saved game contract (get), or save region/location classifications, hierarchy, entries and intended connections (put). No genre counts. Old contracts need explicit classifications; declared spatial roles cannot be weakened. Regions require real child locations. Construction and verification remain separate. Scope writes use project revision checking. Continue with gripforge_game_world build/journey/test. 0 credits.
gripforge_gamekit_anim_layersAnimation layers: what an action keeps or blends of the body, and of the movementThe animation layers of the characters of a Game Kit project (gkp_…), part of the generic animation layer of the kits (packages/gamekits/src/runtime/anim-layers.ts, mixed in Rust by the players: Bevy on the web and natively, libgfkits for Godot / Unity / Unreal). An action (attack, heavy_attack, punch, kick, ability, shoot, reload, throw, block, emote, interact, hit, body) plays on the parts of the body its layer takes over the locomotion, which keeps the rest: attacking while running keeps the legs running and the player moving. Defaults: a one-hand attack while moving = upper body (legs and …
gripforge_gamekit_apiAPI reference of a Game Kitread-onlyThe API reference of one Game Kit, as compact Markdown: what it does and when to use it, every config key (type, default, unit, limits; mod = a mod may set it, live = read again while the game runs, scene = a scene may override it), hooks (payload, mutable fields, cancellable), events emitted and listened to (when, payload), web views and HUD vars, services and their methods, script verbs, asset slots, data collections, input actions, mod points, its Bevy presentation module (needs, ABI families, web UI), target parity, changelog, and an example config and an example mod (gripforge.mod/1). Rea…
gripforge_gamekit_configureConfigure an installed Game KitJourney — while composing, and to fix what gripforge_game_audit reports (its defects carry the exact config to write). Tune an installed kit: merge config values validated against the kit configSchema (read it with gripforge_gamekit_get), or patch the config as a document (patch: set a nested key, add / change / remove one element of a list without rewriting it), or toggle enabled to switch the kit off without uninstalling it. Configure installed kits freely rather than recoding what they do (game.engine: startScene, startEntry, flow.title, story flags). The interface look of a game is ui.them…
gripforge_gamekit_creaturesCreatures of a project: a model and its animations for every unitJourney — right after creating or binding: no unit stays a capsule, every model gets its movement and action clips. gripforge_game_audit folds this report with the rest and applies the free steps with fix=true. The living units of a Game Kit project (gkp_…) — player, heroes, enemies, bosses, minions, monsters, NPCs: the creature slots its kits declare. Two rules: NO creature ships as a capsule, and a model ships WITH its animations (movement AND action). action=report (default): every creature slot with its status (bound | fallback = a capsule in game), the model bound, the clips the slot play…
gripforge_gamekit_deliverDeliver Game Kits into an engine projectJourney — last. Run gripforge_game_audit then gripforge_validate_release first: deliver a game whose verdict is complete and whose release is ready, or tell the user what is left. Turn 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 …
gripforge_gamekit_dependenciesDependency graph of a project or kitread-onlyDependency 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.
gripforge_gamekit_getRead one Game Kitread-onlyRead 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.
gripforge_gamekit_installInstall a Game Kit into a projectJourney — while composing. A kit installed and left empty is not done (audio.core without a sound, ui.endscreen without an end condition): gripforge_game_audit names them. Add 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 and listed in added [{ kit, version, requiredBy, capability }] (e.g. game.engine for a kit that requires it). A kit that looks with the mouse (first person, third person, shooters, vehicles, mounts) also brings its compa…
gripforge_gamekit_installedInstalled kits of a project (use these first)read-onlyJourney — first on an existing project; gripforge_game_audit then says what stands between it and a finished game. Start 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 d…
gripforge_gamekit_removeUninstall a Game Kit from a projectcan change or delete dataUninstall 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. game.engine (the engine of the game) and the default kits (ui.menu, input.remap, settings.graphics, ui.prompts, ui.endscreen, save.persistence, audio.core, i18n.text, ui.theme, input.virtualpad, display.fullscreen, asset.preload, asset.cache, ai.navigation on web, addedBy default) are removed only when the user explicitly asks — never to "clean up". A kit other kits depend on, and game.engine always, is not removed by a first call: it answers 4…
gripforge_gamekit_searchSearch the Game Kit catalogueread-onlyJourney — first: find the preset of the genre. Its `done` says what a finished game of that genre has beyond the request: write it into the contract (gripforge_define_game) as required, and gripforge_game_audit checks it at the end. Start 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:…
gripforge_gamekit_updateBring Game Kits to their latest versionProjects 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.
gripforge_generateGenerate a game asset — one door for every mesh kindCREATE 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.
gripforge_generate_buildingGenerate a buildingReusable plan → artistic concept → isolated reference views → review → Meshy or explicitly selected Tripo build workflow. Generate 1–4 images through OpenAI or Imagine; alternate views reference one master but must be checked for actually different viewpoints. If edits repeat the front, use one good concept instead of a false multiview set. Separate explicit budgets for concepts and 3D. Accepts text, owned concept views or a static GLB. Optional delivery preserves the source master and prepares reusable LOD GLBs with PBR and a common metric fit. Durable jobs return workspace links; poll genera…
gripforge_generate_characterGenerate a ready-to-use 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 alread…
gripforge_generate_creatureCreatures · plan, generate and rigGeneric animal/alien creature factory, one to eight original creatures per batch. stage=plan quotes concept + Meshy 3D + anatomy vision without paid calls. stage=build requires explicit budget and stable idempotency_key, then generates private meshes and inspectable skeleton overlays. Poll gripforge_generation_read; inspect each preview/profile before stage=rig with generation_job, creature_id, reviewed_anatomy=true and optional corrected profile. Reuses the anatomy-aware Blender rig, never humanoid autorig. Exports GLB, Blender source and diagnostics. Procedural starting clips are drafts; mis…
gripforge_generate_districtGenerate a districtPlan then build a straight-street district from 1–8 distinct Meshy/Tripo 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.
gripforge_generate_flexible_weaponGenerate an articulated 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; reu…
gripforge_generate_fp_handsGenerate dedicated first-person 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,colors?:{fabric:#RRGGBB,sleeve:#RRGGBB,trim:#RRGGBB},source?:{assetId,revisionId,fileRole?}}. No source gives standalone hands with native finger rig, hand_item_r/l sockets and existing starting clips. Optional owned immutable native paired source keeps weapon, camera and animation tracks; source must contain FPS_Hands or …
gripforge_generate_propGenerate a prop (Meshy)CREATE 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. provider=compute (GripForge Compute, only when asked): stage=quote (free) then stage=generate with quote_token + confirm=true; router type, size, several assets (items), text → four images to validate (gripfor…
gripforge_generate_vehicleGenerate a vehicle from reviewed multi-view referencesRead 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 modul…
gripforge_generate_weaponGenerate a weapon (Meshy)CREATE 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.
gripforge_generate_weapon_catalogGenerate a weapon cataloguePlan 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. Po…
gripforge_generation_cancelCancel generationRequest worker cancellation while retaining completed steps and artifacts. Closing a page alone does not cancel a job.
gripforge_generation_listList persistent generation jobsread-onlyList workspace jobs. Jobs and completed steps survive closing the studio or restarting the web server and worker.
gripforge_generation_quoteEstimate generation usage before spendingread-onlyFree 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.
gripforge_generation_readRead generation progress and resultread-onlyPoll 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 generated illustrations, not verified 3D renders. Success does not mean visual approval or promotion.
gripforge_generation_retryRetry interrupted generationRetry a failed or cancelled job, reusing completed steps. An unconfirmed interrupted provider call may be executed again when explicitly retried.
gripforge_get_completion_reportGame completeness: get completion reportread-onlyJourney — while building: what the contract still misses, leaves unverified, fails or blocks. The genre defects come from gripforge_game_audit. Read the contract, requirements, implementation status, build-specific evidence, blockers and remediation. Without a contract returns the schema and a proposal. 0 credits.
gripforge_get_render_capabilitiesBevy neural preview: get_render_capabilitiesread-onlyLocal optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local rights manifest must be selected in the browser; none are downloaded. render_preview starts an asynchronous request: read the command receipt, then query get_render_capabilities for actual completion, model, effective resolution, provenance, timings and limitations. Cancellation prevents stale publication. No images are uploaded. 0 credits.
gripforge_hitboxGameplay hitboxesread-onlyBody 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.
gripforge_hudDesign, apply and visually review a game HUDRequired completion gate: action=workflow stays ready=false until a current runtime capture passes all artistic criteria. After screen_assets/assembly, submit screen_item (or design/project), renderer_version, capture_item, capture and the authorized review_budget; workflow schedules the reviewer automatically. Poll workflow; correct and recapture if changes_requested. No paid retry loop. Genre-independent workflow: pass design (from plan, edited) WITHOUT project to get/quote/concept/review_quote/review. get returns the normalized design hash; quote then concept returns reference_item. For rev…
gripforge_hud_barForge a custom health bar styleForge 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_si…
gripforge_hud_importHUD Studio — import a game HUD from the project, list and read the workspace HUDsNot 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 …
gripforge_input_kitInput maps and optional third-person character facingread-onlyGodot 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.
gripforge_inspectInspect an asset: metrics, QA checks, multi-angle sheetread-onlyTHE 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 (…
gripforge_joystick_kitReady-to-use joystick · Unreal / Godot / Unity / Three.jsread-onlyGenerate 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 cre…
gripforge_kitGame Kits — read and compose game engines (manifest + rules)A 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 t…
gripforge_levelPlan a playable level from a promptread-onlyPlan 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.
gripforge_library_getGet Library itemread-onlyGet one Library item (metadata + signed file_url). A forged mesh shows its game-ready verdict first (meta.gameReady: ready, missing checks; meta.collider). VFX items also return studio_url to open the editable effect in GripForge, and workspace_id. A GripForge Compute asset also returns `compute` {edit_url, family: original + colour / material / polygon versions}. Pull bytes into a repo with the npm package.
gripforge_library_listList Libraryread-onlyList items in the GripForge Library locker (characters, enemies, weapons, props, textures, HUD, binds, vfx). Filter by kind and/or game style id (e.g. souls-like, open-world-adventure). 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. engine filters on the generator: engine=compute lists GripForge Compute assets (manufactures and variants), each with a `compute` block {level scene/detail, family, triangles, edit_url, file_url}. Same origin as Studio — not a m…
gripforge_library_optimizeDerive a lighter versionDerive 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.
gripforge_library_pullPull from Libraryread-onlyReturn 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.
gripforge_library_pushPush to LibraryUpload a file into the Library locker from a URL (or small base64). Local paths need the npm MCP package.
gripforge_library_tagTag a Library itemAdd a game look (e.g. souls-like, open-world-adventure) to tags so gripforge_style_kit can find the item. Does NOT overwrite grip style melee/gun/shield/staff — that stays on meta.style.
gripforge_light_kitScene lights + fogread-onlyMoon / 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).
gripforge_loading_pageGame loading overlayLoading overlay for a game look. Returns html/css/js (Three/web) plus engines.three | godot | unity | unreal. With project_id, action quote → accept → get → apply generates reviewed artwork via a persistent job and binds it to the game; creation_id and quote_token resume it. 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.
gripforge_loadoutMulti-weapon loadout (attach + manifest + clips)Build 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.
gripforge_make_seamlessMake a texture tileableTurn 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.
gripforge_map_conceptAI-drawn map layoutgpt-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.
gripforge_map_generateCreate map concept views or an editable mapQueue 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 con…
gripforge_map_importMigrate a saved terrain mapQueue 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.
gripforge_map_import_unrealImport a portable Unreal sceneQueue 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.
gripforge_map_import_unreal_schemaUnreal to Studio import contractread-onlyRead 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.
gripforge_map_lookMap still → camera + dressingread-onlyReproduce a reference still of the built-in reference map WITHOUT copying pixels. Returns camera (pos/target/fov) + volume/prop/wire ids for that shot. shot=shot21a (A site), shot1a (spawn yard), shot5a (catwalk). Official URL is a LINK only — never rehost, never Meshy image-to-3d. Pair with gripforge_map_plan + map_props + map_wires. 0 credits.
gripforge_map_planTop-down FPS map planread-onlyFor original competitive 5v5 maps use target=tactical: deterministic modular greybox, real controller/bot paths, standing/crouched sightlines, timings and diagnostic links. Optional art_profile applies reusable PBR harbor facades without changing gameplay collision. Human playtests required. Legacy FPS/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=bomb%20defusal. Pair gripforge_map_props (crates/cars) + gripforge_map_wires (cables). 0 cre…
gripforge_map_propsFPS map callout propsread-onlyDressing for an FPS map in metres: crates (A default, B big box, cover boxes), doors (mid, long, B), palms at a 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=bomb%20defusal
gripforge_map_reconstructHierarchical FPS map reconstructionread-onlyReconstruct 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: desert bomb-defusal map with two sites". 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 the owner's pixels). Preview /map-plan?prompt=bomb%20defusal. A known map stays its owner's IP — internal greybox benchmark, not a commercial clone. Never Meshy a …
gripforge_map_refsMap in-game screenshot refsread-onlyLook up reference stills of a known map the user names (A, B, mid, catwalk, tunnels, spawn). Returns HTTPS URLs of their owner. 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=bomb%20defusal
gripforge_map_schemaMap concept and generation workflowread-onlyRead 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_wiresFPS map overhead electricalsread-onlySagging electrical cables for an FPS map: spans with two anchors (metres) + sag + strands. Not a generated mesh — GfMap tessellates cylinders (role=wire). Typical spans: spawn yard, catwalk, mid, A site. Pair with gripforge_map_plan. 0 credits. Preview https://gripforge.ai/map-plan?prompt=bomb%20defusal
gripforge_match_createCreate a match recordRecords match.started. Does not spawn a new process. Mutating.
gripforge_match_getGet a matchread-onlyRead one match record.
gripforge_match_kitListen-server match contractread-onlyParty 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.
gripforge_match_listList matchesread-onlyMatches recorded for a server (SDK or API).
gripforge_match_stopStop a matchcan change or delete dataMarks the match ended. Mutating.
gripforge_menu_kitMenu + lobby + HUDread-onlyMain 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.
gripforge_moba_mapGenerate, dress, check and set the map of a MOBA projectThe 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 si…
gripforge_moba_rosterSet the champions of a MOBA projectJourney — a MOBA needs distinct heroes; then gripforge_game_audit for the minions, towers, jungle monsters and the rest of a finished MOBA. Turn 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. R…
gripforge_motion_generateGenerate motions from textCustom 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.
gripforge_navmeshWalkable floor JSONread-onlyWalkable XZ AABB + circular holes (pillars) for a scene_kit room. JSON the engine clamps against — not a baked .navmesh. 0 credits.
gripforge_net_kitGodot ENet listen-serverread-onlyGfNet autoload host/join/spawn with server-side hit validation, gf_round.gd for the round + bomb, MultiplayerSpawner/Synchronizer wiring. 0 credits.
gripforge_performanceDiagnose game stutter from measured frames and network deliveryread-onlyAnalyze 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.
gripforge_player_banBan a playercan change or delete dataHIGH IMPACT. Requires the Unity SDK. Currently returns 501. Owner only.
gripforge_player_getGet a player sessionread-onlyRead one player session on a server.
gripforge_player_kickKick a playercan change or delete dataRequires the Unity SDK. Currently returns 501. Mutating.
gripforge_players_listList connected playersread-onlySessions reported by the Unity SDK. Empty until the SDK calls player.joined.
gripforge_prepare_vehiclePrepare segmented vehicle hinges in BlenderDurable 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 met…
gripforge_project_getGet a game projectread-onlyRead a dedicated-server project (gpj_…) in the authenticated workspace. Not a Library asset.
gripforge_projectile_createCreate projectile VFXADMIN 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 resul…
gripforge_realism_schemaRead realism orchestration contractread-onlyRead render.realism systems, modes, bounds and immutable-source workflow for an accessible scene.
gripforge_renderRender a Library mesh to PNGread-onlyServer-side software preview (PNG) of a Library GLB so the agent can see pose/attach without a browser. Not a path-traced studio shot.
gripforge_render_previewBevy neural preview: render_previewLocal optional Bevy neural snapshot, not a saved scene edit. Requires an open authorized browser runtime session. Configure off/preview; realtime_experimental is refused. Trained weights and a local rights manifest must be selected in the browser; none are downloaded. render_preview starts an asynchronous request: read the command receipt, then query get_render_capabilities for actual completion, model, effective resolution, provenance, timings and limitations. Cancellation prevents stale publication. No images are uploaded. 0 credits.
gripforge_resolve_requirementsGame completeness: resolve requirementsread-onlyResolve the saved contract, transitive capabilities and rules into an inspectable requirement graph. Does not run tests. 0 credits.
gripforge_rest_poseIdle rest pose (arms down)Lower 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.
gripforge_retargetRetarget a clip onto another skeletonConvert animation clips from skeleton A (source_id GLB) onto skeleton B (target_id). Bone-name heuristic (Mixamo / UAL / Tripo). Saves kind=animation.
gripforge_runtime_commandCommand Rust previewQueue a versioned GripForge runtime command for the exact browser session. Use inspect, apply_patch, set_relief (off/pom/spom on configured relief surfaces), step (paused only), run_test, play, pause, reset, load_game, unload_game or get_stats. Returns received; fetch the applied receipt with gripforge_runtime_receipt. Preview changes do not persist the project. Unknown kits/components and invalid fields are refused by the Rust core. 0 credits.
gripforge_runtime_receiptRead Rust command receiptread-onlyRead received/applied/rejected status for a Rust preview request, including simulation boundary and revisions. 0 credits.
gripforge_runtime_sessionsRust runtime sessionsread-onlyList live Rust/Bevy previews for an authorized Game Kit project. Open the project Rust player in GripForge first. No server-side solo simulation. 0 credits.
gripforge_scene_asset_pinPin an immutable Library revisionArchive 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.
gripforge_scene_asset_promoteSet the visually approved asset versionPromote only when the exact work revision has a matching trusted review for the current renderer. Existing scene instances keep their pinned revision.
gripforge_scene_asset_reviewReview an immutable assetCreate a shared test scene and queue an independent review of real GripForge captures. Supports meshes, textures and effects. Never promotes automatically.
gripforge_scene_asset_versionsRead asset version and reviewread-onlyRead immutable asset work/current pointers and the trusted review of work. Does not create a version.
gripforge_scene_createCreate a workspace sceneCreate 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_kitScene dressing kitread-onlyReturn 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.
gripforge_scene_listList workspace scenesread-onlyList scenes, work/validated revision pointers and links in the authenticated workspace.
gripforge_scene_modifyModify a selection with AIQueue 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.
gripforge_scene_optimizePrepare a scene for fast browser loadingQueue 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.
gripforge_scene_patchEdit selected scene instancesApply 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.
gripforge_scene_promoteSet the visually approved scene versionExplicitly 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_proposal_applyApply a reviewed proposal to workExplicitly 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_proposal_readRead a proposed scene editread-onlyRead the original scene, proposed document and scoped commands. Use the Studio link to inspect actual rendering before applying.
gripforge_scene_proposalsList proposed scene editsread-onlyList persistent proposals and their base revision, status and descriptions.
gripforge_scene_readRead scene sourceread-onlyRead the editable SceneDocument at work, validated, or a numbered revision. Keep work_revision for optimistic writes. Validated can be absent.
gripforge_scene_realismShared materials, automotive lighting and post-processingApply 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 i…
gripforge_scene_reviewRequest an actual GripForge visual 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.
gripforge_scene_schemaShared scene engine formatread-onlyStart 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_versionsScene versions and visual reviewsread-onlyRead work/current pointers, immutable revision history and trusted visual review evidence. A rejected or unavailable review does not change the validated version.
gripforge_scene_writeSave scene work revisionSave 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_server_createCreate a game serverCreate 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_deleteDelete a game servercan change or delete dataHIGH IMPACT. Stops the instance and deletes the server. Requires confirm=true. Owner only.
gripforge_server_deployDeploy a game serverCreate 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_eventsRead server eventsread-onlyActivity feed: server.created, server.ready, player.joined, match.started, …
gripforge_server_getGet a game serverread-onlyRead one dedicated server, its instance, engine/networking detection and integration status.
gripforge_server_listList game serversread-onlyList dedicated game servers in the workspace with current status and latest instance.
gripforge_server_logsRead server logsread-onlyStdout/stderr from the runtime provider (Docker logs). Not stored in SQL.
gripforge_server_metricsRead server metricsread-onlyCPU, memory, network counters and player count from the metrics provider.
gripforge_server_restartRestart a game serverRestart the running instance. Mutating.
gripforge_server_scaleScale max playersUpdate desired max players. Does not resize cloud hardware (Docker provider has no node pool). Mutating.
gripforge_server_startStart a game serverStart the existing instance. Mutating.
gripforge_server_stopStop a game servercan change or delete dataStop the running instance. Mutating.
gripforge_settingsGame Settings of the workspace — genre, controls, match, menuThe workspace IS the game: genre (a game kit style id, e.g. arena-car), 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.
gripforge_shader_pullPull a shaderread-onlyPull 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).
gripforge_shadersList shadersread-onlyList shaders from the GripForge catalog (authorized GodotShaders.com mirror). Returns { id, name, engines }. Search q=slash_reveal. Then pull with gripforge_shader_pull. Free.
gripforge_shield_exportread-onlyADMIN 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.
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.
gripforge_styleWorkspace Style DNA — set once, applied to every generationThe 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 g…
gripforge_style_kitGame-style kit from Libraryread-onlyResolve a game look the user names ("stylish gothic action", "anime open-world adventure") 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.
gripforge_terrain_map_usePlay a terrain studio map in a gameMake a map of the terrain studio the world of a game that has the world.terrain kit. Pass map (a terrain studio map id, lvl_…) or scene (a scene id, with terrain when the scene has several terrain nodes). The map is baked once into a file (heights, ground roles, lakes and rivers, vegetation, roads, spawn and objective points) stored in the Library and bound to the terrain_map slot; the project data keeps its reference in terrain_maps. The same file is delivered to Godot, Unity and Unreal with the kit. Buildings and other non-vegetation props, and terrain holes, are not carried yet (counted in …
gripforge_test_gameGame completeness: test gameJourney — after each change, with gripforge_game_test (the headless playtest). Passing tests are not a finished game: gripforge_game_audit, then gripforge_validate_release. Queue validation on the existing durable job worker. Plays the game with its own controls: the suites each kit declares (several clients joining, leaving and coming back, click orders on the ground, an enemy, a door, a chest, a downed ally, held buttons, a player that plays to an ending) and the headless playtest; endings (victory, defeat, boss defeated) come back as events. A real page that reached an ending, its hardware …
gripforge_texture_prepPrep a game texturePrep 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.
gripforge_ui_screenGame screen templatesread-onlyReusable death/victory screen concepts backed by the existing ui.endscreen Game Kit. List four visual templates, validate or export screen.json + a standalone web/Bevy presenter + runnable preview. No credits, no AI image generation. Connect authoritative game events and acknowledge multiplayer retries; a downed player is not a party defeat. Get health PNGs from gripforge_hud.
gripforge_urban_buildingManufacture a reusable urban buildingFree, deterministic parametric architecture. plan validates a metric recipe; build queues a durable common-compute job and returns job_id to poll with gripforge_generation_read. Real window reveals, balconies, shopfronts, rooftop HVAC, photographic PBR and optional arid shutters/canopies/water tanks. Private immutable GLB plus recipe/report; reuse via Library bindings or scene instances. Nominal width/depth exclude protrusions: use returned actual bounds and preserve proportions. A solid envelope with storefront depth, not traversable interiors, a complete city or an AI replacement for gripfor…
gripforge_validate_releaseGame completeness: validate releaseJourney — last, after gripforge_game_audit says complete. The game is finished only when report.ready=true on a contract that holds the genre requirements; otherwise tell the user what is left and why. Evaluate explicit release blockers for the current build. Only report.ready=true proves all mandatory acceptance checks passed; coverage ratios never override blockers. 0 credits.
gripforge_vehicle_doorsOpen or close vehicle doors in the StudioSave 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_vehicle. Pauses the global animation for manual control. Preserves the source asset, transforms, other instances and validated versions. Returns the actual Studio link. No generation charge.
gripforge_vehicle_finishFinish a vehicleRepair generated automotive surfaces. Preferred: source (immutable static GLB with Body/Wheel_* groups) + repair recipe queues a persistent Blender job; guided glazing/panel regions, paint cleanup, coloured caliper extraction, measured replacement panels/curves with PBR and fitted boundaries, optional rebuilt wheels and rigid wheel rig. features.marks adds surface-fitted pinned PNG logos, relief badges and mesh lettering; wheel markings follow their wheel, named authored marks are replaced in the new work copy. For grilles or trim on a reconstructed recess, set curves.fitSurface.panel to its n…
gripforge_vehicle_orientVehicle / kart mesh yawread-onlyYaw 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.
gripforge_vehicle_schemaModular vehicle manufacturing contractread-onlyRead the concept-first vehicle recipe, canonical parts, hinge convention, limits, quotes and revision workflow.
gripforge_vehicle_segmentSeparate an existing vehicle with TripoQuote 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.
gripforge_vfxStrike VFX on an attach (admin)ADMIN 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.
gripforge_vfx_generateText / image to editable VFX (admin)read-onlyADMIN 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.
gripforge_vfx_previewVFX timeline sample (admin)read-onlyADMIN 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.
gripforge_vfx_project_generateCreate, render and refine a custom VFXADMIN 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.
gripforge_vfx_project_promoteSet the visually approved VFX versionADMIN 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_readRead VFX project files and revisionsread-onlyADMIN 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.
gripforge_vfx_project_renderRender actual VFX frames for inspectionADMIN 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.
gripforge_vfx_project_reviewReview an existing work revisionADMIN 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_schemaVFX authoring language and exampleread-onlyADMIN 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.
gripforge_vfx_project_writeCreate or edit a VFX projectADMIN 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.
gripforge_viewmodel_kitFPS viewmodel (CS hands)read-onlyCS-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.
gripforge_voice_profileVoice profiles · listen and cast charactersReusable voice identities in Community > Audio > Voices and the workspace. list/get return provider, model, voice, tested languages, acting instructions and timed sample ranges in file_url. schema describes the contract. characters reads speakers and revision from an OWNED Game Kit project. To assign, first clone a community voice into the workspace, then supply voice_id, project_id, speaker, language and expected_revision from characters. Optional instructions describe the character acting style. Saves a per-speaker/language snapshot in dialogue.voice voice_cast, preserving other voices and d…
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.
gripforge_weapon_motion_reviewread-onlyIndependently 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.
gripforge_weapon_profileread-onlyMeasure 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.
gripforge_world_backupBackup a worldNot implemented. Returns 501. Mutating.
gripforge_world_deployDeploy a worldNot implemented. Returns 501.
gripforge_world_listList worldsread-onlyWorlds stored for the workspace or a server’s project. Empty until worlds are implemented.
gripforge_world_restoreRestore a backupcan change or delete dataHIGH IMPACT. Not implemented. Returns 501.
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GripForge MCP server. Agent Mart. https://agentmart.dev/connectors/gripforgeai-mcp (last updated 2026-10-26)