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GripForge

by gripforge.ai in Other

MCP serverPassing, checked 8 h ago

Turn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.

https://gripforge.ai/mcp
Tools
234
open to any client
Uptime
97.3%
last 30 days
Response time
366 ms
641 ms slowest 5%
Last check
Passed
8 h ago, next any minute now

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How to connect

Add it to any MCP client that supports remote servers.

{
  "mcpServers": {
    "gripforge": {
      "type": "http",
      "url": "https://gripforge.ai/mcp"
    }
  }
}

234 tools

  • gripforge_vfx_project_schema

    ADMIN ONLY. Start here to create original VFX beyond presets. Returns the editable source format, shader helpers, geometry budgets and a working example. Workflow: write custom source -> render -> inspect the returned image -> revise -> save. Blender or another modeling tool may…

  • gripforge_vfx_project_read

    ADMIN 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…

  • gripforge_vfx_project_write

    ADMIN 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…

  • gripforge_vfx_project_render

    ADMIN 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…

  • gripforge_vfx_project_review

    ADMIN 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_promote

    ADMIN 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_generate

    ADMIN 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…

  • gripforge_vehicle_doors

    Save 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…

  • gripforge_prepare_vehicle

    Durable 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…

  • gripforge_vehicle_schema

    Read the concept-first vehicle recipe, canonical parts, hinge convention, limits, quotes and revision workflow.

  • gripforge_generate_vehicle

    Read 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…

  • gripforge_vehicle_segment

    Quote 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…

  • gripforge_map_import_unreal_schema

    Read 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…

  • gripforge_map_import_unreal

    Queue 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…

  • 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_generate_flexible_weapon

    Persistent 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…

  • 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_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_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…

  • 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…

  • gripforge_map_import

    Queue 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…

  • gripforge_map_schema

    Read 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_generate

    Queue 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…

  • gripforge_scene_modify

    Queue a scoped edit of saved scene nodes or a region. The server derives the allowed scope and preserves locks, gameplay zones, outside geometry and the last validated revision. Blender may fabricate missing assets. The result is a proposal requiring explicit application, never…

  • gripforge_scene_proposals

    List persistent proposals and their base revision, status and descriptions.

  • gripforge_scene_proposal_read

    Read the original scene, proposed document and scoped commands. Use the Studio link to inspect actual rendering before applying.

  • gripforge_scene_proposal_apply

    Explicitly 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_schema

    Start 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_realism

    Apply 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…

  • 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)…

  • gripforge_realism_schema

    Read render.realism systems, modes, bounds and immutable-source workflow for an accessible scene.

  • gripforge_scene_optimize

    Queue 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…

  • gripforge_scene_list

    List scenes, work/validated revision pointers and links in the authenticated workspace.

  • gripforge_scene_read

    Read the editable SceneDocument at work, validated, or a numbered revision. Keep work_revision for optimistic writes. Validated can be absent.

  • gripforge_scene_create

    Create 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_write

    Save a complete SceneDocument. expectedRevision must equal the latest work revision. A 409 is a real conflict: reread before changing it. Does not change the validated revision or source Library assets.

  • gripforge_scene_patch

    Apply 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…

  • gripforge_scene_versions

    Read work/current pointers, immutable revision history and trusted visual review evidence. A rejected or unavailable review does not change the validated version.

  • gripforge_scene_review

    Queue 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…

Security scan

5 findings

  • Unusually long description in tool:gripforge_game_project
    gripforge_game_project (gripforge game project) Journey — create, then bind a mo…
  • Unusually long description in tool:gripforge_game_scenes
    gripforge_game_scenes (gripforge game scenes) The scenes and levels of a Game Ki…
  • Unusually long description in tool:gripforge_game_audit
    gripforge_game_audit (gripforge game audit) One report of everything that stands…
  • Unusually long description in tool:gripforge_game_creation
    gripforge_game_creation (gripforge game creation) The website and CLI share this…
  • Unusually long description in tool:gripforge_hud
    gripforge_hud (gripforge hud) Required completion gate: action=workflow stays re…

Recent checks

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