bots.st/gripforge
GripForge
Generate game character and texture assets
2181 ms
answered our call
- State
- Answered
- Protocol
- MCP 2025-06-18
- Tools listed
- 200
- Answered
- 3 of the last 3 calls
How to reach it
- MCP, HTTP
https://gripforge.ai/mcpNeeds header x-api-key - npm
npx -y @gripforgeai/mcpReleased 5 Nov 2026, version 0.1.166Set GRIPFORGE_API_KEY
What it can do
| Tool | What it says it does |
|---|---|
getAttachmentFrame | Return 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. |
getWearableFrame | Analyze an armor asset once: up, bodyFacing, outward, anchor. Never returns rotate X = 180°. |
gripforge_abilities | combat.abilities: inspect schema, get an editable Chrono Crab example, validate a pack or export executable 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… |
gripforge_abilities_generate | A 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… |
gripforge_ability_vfx | Journey — 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… |
gripforge_admin_assets | ADMIN 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… |
gripforge_admin_assets_update | 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… |
gripforge_apply_realism | Plan 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… |
gripforge_architecture_schema | Read 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_generate | Queue 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… |
gripforge_armor_read | Read 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_repair | Fork 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… |
gripforge_asset_clone | Copy 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… |
gripforge_asset_search | Search 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… |
gripforge_attach | Attach 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 Unity / Godot snippets. For melee, provide prop_grip.edgeAxis (signed cutting… |
gripforge_audio_generate | Generate 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… |
gripforge_audit_game | Inspect project structure and flow, preserve fresh build evidence and report unsupported tests explicitly. 0 credits. |
gripforge_blender_fabricate | Queue 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_boss | Create a playable boss for a game look: stats, phases, attacks bound to anim-pack slots, arena, and 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… |
gripforge_build_deploy | Not implemented. Returns 501 until artifact upload exists. |
gripforge_build_get | Read one game build. Upload/deploy of Linux dedicated artifacts is not implemented yet. |
gripforge_build_list | List game_builds (not Godot kit zips at /api/v1/builds). |
gripforge_build_rollback | Not implemented. Returns 501. Mutating / production-sensitive. |
gripforge_cancel_render_preview | Local 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… |
gripforge_cape | 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… |
gripforge_character_concepts | Three 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_game | Queue 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… |
gripforge_compute_assets | DEPRECATED 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… |
gripforge_compute_download | DEPRECATED 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_generate | 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… |
gripforge_compute_job | DEPRECATED 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… |
gripforge_compute_status | GripForge 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_validate | A 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… |
gripforge_compute_variant | New 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… |
gripforge_concept_correct | Turn 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_preview | Local 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… |
gripforge_creature_analyze | Queue 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… |
gripforge_creature_rig | Create 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_creature_rig_schema | Read 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_sessions | List the play tabs of a game that a member of the workspace has open right now (heartbeat within 30 s; closed tabs are gone): session id, last seen, viewer role, engine, backend (webgpu/webgl2) and render thread (worker/main). The first is the default target of gripforge_debug_snapshot /… |
gripforge_debug_set | Send 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… |
gripforge_debug_snapshot | Read 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… |
gripforge_define_game | Journey — once the user's game is understood (any game: no character, enemy, level, ending or known genre is required). Record what the game contains; for a known genre, its definition of done and the common frame (title / pause / end screens, sound, HUD, touch controls, a way to win or lose when… |
gripforge_docs | The 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… |
gripforge_environment_module | Free 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… |
gripforge_facial_rig | Inspect 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… |
gripforge_flexible_chain | Queue 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… |
gripforge_flexible_chain_schema | Read 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_schema | Read the bounded recipe and concept-first workflow for Meshy + Blender flexible weapons, costs, pinned component reuse and source animation requirements. |
gripforge_formats | List the mesh formats and grip styles GripForge supports. |
gripforge_fp_hands_schema | Read 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_animation | Queue 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… |
gripforge_game_app_icon | One original square icon from the saved game art direction, delivered as PNG, macOS ICNS and Windows ICO in the Library. get returns the latest complete pack. quote prices generation; run queues it after the quoted cost is accepted. Existing icons are reused for free unless regenerate=true. Poll… |
gripforge_game_art_direction | Store 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… |
gripforge_game_asset_plan | Read 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… |
gripforge_game_audio | Read 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… |
gripforge_game_audit | One 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… |
gripforge_game_broadcast | Requires the Unity SDK. Currently returns 501. Never runs a shell on the host. |
gripforge_game_capabilities | Journey — 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… |
gripforge_game_concepts | Concept 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… |
And 140 more tools.
In its maker's words
Turn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.
- Website
- gripforge.ai
- Source
- github.com/gripforgeai/mcp
- Publisher
- gripforgeai
- Listed from
- the official MCP Registry as
io.github.gripforgeai/mcp - Version
- 0.1.166, updated 5 Nov 2026
- Kinds of work
- Images, video and audio, Documents and files, Code and developer tools
The domain it lives on
- gripforge.ai
- registered 5 Aug 2026 (3 months ago), at GANDI SAS, its home page is a working site
From our own crawl of domain names: registry records and the home page as our crawler last saw it.
Every call we made
| When | What happened | Time |
|---|---|---|
| Answered | 2181 ms | |
| Answered | 2746 ms | |
| Answered | 1055 ms |
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