@gripforgeai/mcp
MCP serverEverything elseTurn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.
Available today. Use it from your connected AI after setup.
Needs your own Gripforge account. Credentials stay encrypted.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use @gripforgeai/mcp
From the project's README
As published by gripforgeai/mcp in README.md.
The tools your AI needs to make your games.
Turn prompts into production-ready game assets — animated characters with their weapons attached, seamless textures, terrain, VFX, HUDs — and playable game kits.
MCP client for the GripForge API — from Claude Code, Cursor, Windsurf, VS Code or any MCP client.
Hosted endpoint (zero install)
No Node required — point any remote-capable MCP client at:
https://gripforge.ai/mcp
Auth: x-api-key: gf_... header (or Authorization: Bearer). Assets are passed
as URLs (character_url, prop_url) — Tripo/Meshy download links work
directly.
// Cursor (.cursor/mcp.json)
{
"mcpServers": {
"gripforge": {
"url": "https://gripforge.ai/mcp",
"headers": { "x-api-key": "gf_..." }
}
}
}
Example
"Attach this sword to my knight, right hand, then export the armed GLB."
The agent calls gripforge_attach with the two asset URLs (or local paths with
the npm package); GripForge finds the hand bone, scales the prop to the
character's hand, closes the fist around the grip and returns the bind JSON,
ready-to-paste Three.js / Unity / Godot snippets, and optionally the armed GLB.
To forge a character from a picture (not from a text prompt), pass
concept_item (a Library lib_… T-pose/concept), or with the npm package a
local path / file_url. That is Meshy image-to-3D. Without those fields the
tool is text-to-3D only.
Install (any MCP client)
Add the server to your client's MCP config (.mcp.json, mcp.json, settings — the shape is the same everywhere):
{
"mcpServers": {
"gripforge": {
"command": "npx",
"args": ["-y", "@gripforgeai/mcp"],
"env": { "GRIPFORGE_API_KEY": "gf_..." }
}
}
}
Get an API key at https://gripforge.ai/login — Free: 15 Studio attaches + 3 API/MCP trial attaches / month. Credit packs from €29 (100 credits, never expire).
Install (Grok)
grok mcp add gripforge --env GRIPFORGE_API_KEY=gf_... -- npx -y @gripforgeai/mcp
Or in ~/.grok/config.toml:
[mcp_servers.gripforge]
command = "npx"
args = ["-y", "@gripforgeai/mcp"]
enabled = true
startup_timeout_sec = 45
[mcp_servers.gripforge.env]
GRIPFORGE_API_KEY = "gf_..."
Also works with Cursor, Windsurf and any MCP-compatible client — same
command / args / env triple.
Tools
Hosted HTTP MCP (https://gripforge.ai/mcp) is always current. This npm package
writes files into the repo (out_dir), including gripforge_hud,
gripforge_hud_bar and gripforge_cape. Hosted-only: gripforge_make_seamless.
Full list: https://gripforge.ai/mcp-docs
gripforge_style_kit— resolve "Devil May Cry like" / "genshin" to locker ids already tagged with that look. Call this before generating. Reuse the ids.gripforge_generate_character— new T-pose + auto-rig into Library (10 credits).kind=enemyor the word "enemy" in the prompt. Skip this if style_kit already returned a character.gripforge_boss— playable boss kit (stats, phases, attacks, arena, engine snippets). 0 credits. Reuses a locker enemy.generate=trueforges a new kind=enemy (10 credits). Thengripforge_animatewith the returned archetype.gripforge_concept_correct— concept image → strict T-pose sheet (1 credit).gripforge_attach— character + prop (paths or Library ids) in, bone-local bind + Three.js / Unity / Godot snippets out. Styles: melee, gun, shield, staff (scythe/polearm).attach_idreuses an armed bind as the character;prop_id_2/prop_path_2attaches a second held item (off-hand). Withexport_glb: true(+out_dir) it also writesattached.glb: the character with the fist closed and the prop attached, textures preserved — use this for mitten-hand rigs, whose closed fist cannot travel in a JSON bind.gripforge_loadout— multi-weapon character in one call (sets + manifest + clips). 1 credit / prop.gripforge_generate_weapon— Meshy weapon GLB into Library (kind=weapon, polycount, style=melee|gun). 10 credits. Not generate_character.gripforge_hud— survivor HUD kit (hud.json+ PNGs +.tscn+ snippets). Writesout_dir(default./gripforge-hud). 1 credit.gripforge_hud_bar— original themed health-bar frame+fill PNGs. Writesout_dir. 2 credits.gripforge_cape— cape bone grid + skinnedattached_cape.glb+ Godot/Three snippets. Writesout_dir(default./gripforge-cape). 1 credit.gripforge_formats— supported formats & options.gripforge_library_list/get/push/pull/tag— the Library locker.kind=animation|audiois valid.pullwrites the mesh and VFX sidecars (tex0..png/json) into the open repo (out_dir, default./gripforge-library). Saving a bind after attach is not a second credit.gripforge_audio_kit— locker SFX + music for a game look. Free.gripforge_animate— clip pack onto a Mixamo Library char (archetype sword/claws/heavy/brawler/puppet). 0 credits.gripforge_retarget— clip from skeleton A onto skeleton B.gripforge_rest_pose— arms-down rest computed against this mesh (weapons stay on an armed bind).gripforge_render— server PNG preview so the agent can see without a browser.gripforge_scene_kit— locker props + suggested layout for a game look.gripforge_light_kit/gripforge_font/gripforge_navmesh— lights+fog, webfont+ranks, walkable AABB. 0 credits.gripforge_input_kit— FPS InputMap (WASD + arrows). Write input.json, autoload GfInput. Optionalthird_person: trueadds portable character-facing JavaScript and a Three.js integration example; the existing input map is unchanged. 0 credits.gripforge_viewmodel_kit— CS-style FPS arms + gun under Camera3D/Hold. Write viewmodel.json + gf_viewmodel.gd. 0 credits.gripforge_loading_page— overlay html/css/js + Godot/Unity/Unreal. Passcharacter_idfor a 16:9 still (1 credit).gripforge_level— playable room graph from a prompt. 0 credits.gripforge_map_plan— top-down FPS/bomb map (spawns, sites A/B, lanes, walls). Preview: https://gripforge.ai/map-plan?prompt=dust2. 0 credits.gripforge_map_wires— sagging electrical spans (2 anchors + sag), not a cable mesh. Pair with map_plan. 0 credits.gripforge_map_look— still → camera + dressing ids (shot21a A-site). LINK only, never Meshy image-to-3d. 0 credits.gripforge_map_reconstruct— collect → graph → greybox → zone → camera match → dress. Dust II Valve IP: greybox benchmark only, no BSP. stage=dress = original textures + props + wires. 0 credits.gripforge_hitbox— body capsules +weapons[]from a bind or loadout.gripforge_texture_prep— local path ortexture_id→ seamless blend + faithful lanczos upscale (1×/2×/4×, max 1024 or 2048). Writes the PNG intoout_dirand returns the Library albedo URL. Not a generator. No credit.gripforge_vfx_generate— usepresetset toslash-trail,slash-steel,slash-fire,slash-iceorslash-naturealone for a ready-to-play recipe without AI; otherwise text/image to an editable animated VFX specification (admin keys). Acceptsprompt,visual_style, and either a base64image_dataor an owned Libraryimage_id.gripforge_vfx/gripforge_vfx_preview— save/export and sample VFX (admin keys). Pass generatedemittersandgenerationalong with the effect parameters to preserve the generated result.gripforge_shaders— list the authorized shader catalog ({ id, name, engines }). Searchq=slash_reveal.gripforge_shader_pull—id+engine(godot|unity|three) +out_dir→ write sources into the repo and return an assignment snippet. v1 pull is free.gripforge_performance— analyze measured game FPS, frame timing, CPU/render submission, optional GPU timing and network latency. Retrieve an explicitly shared workspace capture or provide a report directly. 0 credits.
Game Kits (modular)
Composable gameplay kits (vehicle.driveable, mission.objectives, npc.wanted…)
installed into a Game Kit project (gkp_…) with dependency resolution, a lockfile
and a browser play URL, then delivered into Godot, Unity or Unreal projects. All 0 credits
except the first delivery of a kit major version to an engine (1 credit per workspace).
Full parameters: https://gripforge.ai/mcp-docs
gripforge_gamekit_search— start here: search the catalogue by text, capability, tag or target; withproject_ideach hit carries its install state.gripforge_gamekit_get— manifest, README, config schema + defaults, versions of one kit (with_usagelists the projects using it).gripforge_gamekit_install— add a kit to a project; manifest dependencies are resolved automatically (dry_runto preview).gripforge_gamekit_remove— uninstall a kit (forcepastkit_in_use,pruneorphaned dependencies).gripforge_gamekit_configure— merge config values or toggleenabledwithout uninstalling.gripforge_gamekit_dependencies— dependency graph of a project, or the manifest tree of a catalogue kit.gripforge_gamekit_update— update plan (dry-run) orapply=trueto write the lockfile and run migrations; omitidfor all kits.gripforge_gamekit_deliver— plan (dry_run) then bundle of engine files forgodot/unity/unreal(webis native); writebundle.filesfollowingplan.actions.gripforge_gamekit_deliver_local(this npm client only) — same delivery straight intoproject_dir: hashesgripforge/**, reads the lock, executes the actions with backups ingripforge/.backup/<plan id>/,verify=trueruns Godot headless whenGODOT_BINis set.gripforge_gamekit_rollback_local(this npm client only) — restore the backups of the last delivery and put the previous lock back.gripforge_game_capabilities— what the project provides, what is missing for a goal and which kits fill each gap.gripforge_game_project—action=list|create|get|bind|data|deleteon projects (bindings slot →lib_…, data collections,confirm=trueto delete).gripforge_game_play_url— browser play URL of the project's current revision ({ url, absolute }).
Character facing for third-person games
Call gripforge_input_kit with { "prompt": "third person", "third_person": true }.
Save the returned third_person.source_js as character-facing.js; it exports:
// Keep this object for the lifetime of one character.
const facingState = { velocity: 0, targetYaw: currentYaw };
updateCharacterFacing(currentYaw, {
moveX, moveZ, lookYaw, aiming, firing, building
}, dtSeconds, facingState)
Pass world-space movement with -Z forward, angles in radians and elapsed time
in seconds. Free movement turns the character toward its travel direction;
standing still finishes the last turn and retains that heading. Aiming, firing
or building turns it toward lookYaw. Turning follows the shortest arc with
bounded angular speed and acceleration, retaining continuous analog directions.
Elapsed time is capped at 0.1 seconds after a long pause. The optional state adds
smooth acceleration and braking; older three-argument calls still work with a
speed cap. Reset the state after a teleport or character replacement.
The returned usage_three rotates an outer avatar group, preserving the imported
model's quaternion and keeping camera control independent. This helper supplies
orientation only. Keep your existing movement, physics, collision, camera and
network systems. Omitting third_person, or setting it to false, returns the
existing input kit without the additional section. The option is available in
the hosted MCP and this source checkout; it is not in published npm 0.1.5.
Performance diagnostics
gripforge_performance is included in this source checkout and the hosted MCP.
The published npm 0.1.5 package does not include it. Use the hosted endpoint
above, or build this checkout with pnpm --filter @gripforgeai/mcp build and
configure your MCP client to run node with the absolute path to
packages/mcp-client/dist/server.js. Deploying the website does not update an
installed npm package.
To retrieve the latest capture explicitly shared from a game in the API key's workspace:
{ "kit_id": "lib_your_kit_id" }
Omit kit_id to use that workspace's latest capture. If none is available, the
tool asks for a capture or a report; it does not manufacture measurements.
Alternatively, provide copied diagnostic JSON:
{
"report": {
"game": "Eclat Royale",
"viewport": { "width": 1920, "height": 1080 },
"samples": [
{ "fps": 32, "frameMs": 31.25, "p95Ms": 48, "cpuMs": 12, "submitMs": 7, "networkMs": 65 },
{ "fps": 34, "frameMs": 29.41, "p95Ms": 43, "cpuMs": 11, "submitMs": 6, "networkMs": 70 },
{ "fps": 31, "frameMs": 32.26, "p95Ms": 50, "cpuMs": 13, "submitMs": 8, "networkMs": 62 }
]
}
}
These example values illustrate the format. Supply measurements from the affected
game session. A report accepts 1–120 samples and each sample needs fps or
frameMs. Optional fields are pixelRatio, quality, level, gpuMs,
drawCalls, triangles and snapshotAgeMs, as well as the timing fields above.
The tool strips unrecognized report fields before sending the report to
GripForge. Explicit reports use analysis mode and are not saved as captures.
Results separate measured findings from recommendations. Renderer submission is
CPU/driver time already included in cpuMs; gpuMs is meaningful only when
actually measured. This tool does not control a browser, change game settings,
publish code or automatically fix a game.
Env
GRIPFORGE_API_KEY(required) — 1 credit = 1 successful attachGRIPFORGE_API_URL(optional) — defaults to https://gripforge.ai
Advanced
- Delivery
- mcp MCP server → your ahel gateway (mcp.ahel.ai) → every connected AI client.
- Catalog kind
- mcp-server
- Gateway key
io-github-gripforgeai-mcp- Source
- github.com/gripforgeai/mcp
- Hosted endpoint
https://gripforge.ai/mcp