# Gripforgeai MCP server

Source: https://glimind.com/server/mcp-registry%2Fio.github.gripforgeai%2Fmcp
Registry id: `mcp-registry/io.github.gripforgeai/mcp`
Status: live (checked 2026-10-26T20:18:32.080Z)

## Measurements (30 days)

- Uptime: 99.5%
- Checks: 5275
- Outages (90 days): 24

## Install

```json
{
  "mcpServers": {
    "gripforgeai-mcp-server": {
      "type": "http",
      "url": "https://gripforge.ai/mcp"
    }
  }
}
```

Claude Code:

```sh
claude mcp add --transport http gripforgeai-mcp-server https://gripforge.ai/mcp
```

## Tools (234)

- `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 Three.js, Godot, Unity and Unreal source adapters. S
- `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, 
- `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 th
- `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 (fea
- `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 (fi
- `gripforge_aim`: Aim-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, els
- `gripforge_animate`: Retarget the Universal Animation Library pack onto a Mixamo-named Library character/enemy/armed bind. In a Game Kit project gripforge_gamekit_creatures runs it 
- `gripforge_apply_realism`: Plan or apply render.realism across shared PBR materials, immutable textures, surface shaders, lighting, post-processing, environment and skinned character rend
- `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 
- `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, t
- `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 s
- `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. Option
- `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 
- `gripforge_asset_search`: Search actual asset models, materials and animations, independently of Game Kit modules. Returns provenance, import requirements and Library ids. Results are ra
- `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 th
- `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)
- `gripforge_audio_kit`: Search locker + Community audio. Prompt matches name, description, tags and use (gunshot, ui, magic, footsteps, announcer, dinosaure, magie, pas…). Each hit has
- `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. Re
- `gripforge_boss`: 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. R
- `gripforge_bot_kit`: Navmesh bots as server-owned player scenes so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.
- `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 i
- `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
- `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
- `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
- `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: f
- `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 ed
- `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); pr
- `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.asset
- `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 su
- `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}
- `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
- `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 
- `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 i
- `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/
- `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
- `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 an
- `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?,
- `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, s
- `gripforge_define_game`: Journey — 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 
- `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 sec
- `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 gu
- `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 persis
- `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
- `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 o
- `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_font`: Google-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 
- `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-
- `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
- `gripforge_fps_kit`: Reusable FPS rules, map and runtime exports for Godot and web: weapons, reload markers, viewmodel, camera, bots, grenades and bomb rounds. Offline bots. Persist
- `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
- `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 
- `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 ove
- `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 ag
- `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. Re
- `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
- `gripforge_game_content`: 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, dia
- `gripforge_game_creation`: The 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
- `gripforge_game_engine`: Journey — 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, n
- `gripforge_game_mods`: Journey — while building or after: a packaged way to apply the same extension mechanisms (config, documents, hooks, reactions) as one separable unit — a variant
- `gripforge_game_play_url`: Journey — to look at the running game. Share it as finished only when gripforge_game_audit says complete and gripforge_validate_release says ready; otherwise sa
- `gripforge_game_project`: Journey — create, then bind a model to every creature slot (get carries the creatures report) and set the controls: action=controls applies the control scheme o
- `gripforge_game_scenes`: The 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
- `gripforge_game_test`: Journey — after each change: it also checks what the game chose (its scheme's gestures, fullscreen, right button, pointer capture, texts against the bindings). 
- `gripforge_game_theme_from_concept`: Generic concept → theme pipeline for a Game Kit project: the saved art direction (gripforge_game_art_direction: look, theme, palette, notes, device) becomes ONE
- `gripforge_game_web_export`: Journey — 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 
- `gripforge_game_world`: Read source-linked plans (get), author one (plan), construct actual kit content atomically (build, with plan_id, options and expected_revision; dry_run previews
- `gripforge_game_world_scope`: Read every spatial obligation in the saved game contract (get), or save region/location classifications, hierarchy, entries and intended connections (put). No g
- `gripforge_gamekit_anim_layers`: The 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
- `gripforge_gamekit_api`: The 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, 
- `gripforge_gamekit_configure`: Journey — while composing, and to fix what gripforge_game_audit reports (its defects carry the exact config to write). Tune an installed kit: merge config value
- `gripforge_gamekit_creatures`: Journey — 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 
- `gripforge_gamekit_deliver`: Journey — 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
- `gripforge_gamekit_dependencies`: Dependency graph of a Game Kit project: nodes (installed kits with version, provides, requires), edges labelled by capability, same-scene overlaps (conflicts: s
- `gripforge_gamekit_get`: Read one Game Kit: its manifest (provides / requires capabilities, asset slots, data collections, events), README docs, config JSON schema with defaults, versio
- `gripforge_gamekit_install`: Journey — 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 
- `gripforge_gamekit_installed`: Journey — 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
- `gripforge_gamekit_remove`: Uninstall 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.eng
- `gripforge_gamekit_search`: Journey — 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_
- `gripforge_gamekit_update`: Projects 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 defau
- `gripforge_generate`: CREATE 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
- `gripforge_generate_building`: Reusable plan → artistic concept → isolated reference views → review → Meshy or explicitly selected Tripo build workflow. Generate 1–4 images through OpenAI or 
- `gripforge_generate_character`: CREATE 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 
- `gripforge_generate_creature`: Generic animal/alien creature factory, one to eight original creatures per batch. stage=plan quotes concept + Meshy 3D + anatomy vision without paid calls. stag
- `gripforge_generate_district`: Plan then build a straight-street district from 1–8 distinct Meshy/Tripo buildings, each manufactured once and reused as separate editable instances. Includes r
- `gripforge_generate_flexible_weapon`: Persistent concept → isolated handle/segment references → Meshy PBR components → FlexibleChain XPBD → Blender assembly/rig → actual GripForge renderer review. R
- `gripforge_generate_fp_hands`: Manufacture a NEW fps-arms work asset using the native FPS template: curved hand surface refinement, fitted skinned long sleeves/cuff, optional tactical glove r
- `gripforge_generate_prop`: 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 4
- `gripforge_generate_vehicle`: Read vehicle_schema first. Recommended recipe.workflow=body_wheels follows concept → references (five wheel-less body views + wheel) → geometry (stop/review) → 
- `gripforge_generate_weapon`: 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 t
- `gripforge_generate_weapon_catalog`: Plan 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.
- `gripforge_generation_cancel`: Request worker cancellation while retaining completed steps and artifacts. Closing a page alone does not cancel a job.

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