An agent can generate a mesh

The tools your AI needs to make your games.

Grip · Character · Textures · Terrain · Map · Library

Claude Code will generate a character. GripForge is attach, textures, terrain, map, and a Library Godot or Unity can load — called from the agent, or from the Studio.

MCP · Studio · Unity · Godot · Unreal · Three.js

Studios

Open a studio

MCP

What the agent can call

Point Claude Code, Cursor or Grok at gripforge.ai/mcp. Same locker as the Studio. 60 tools.

Library

Find a look in the locker, then push and pull GLBs into the repo.

  • gripforge_style_kit
  • gripforge_library_list
  • gripforge_library_get
  • gripforge_library_push
  • gripforge_library_pull
  • gripforge_library_tag
  • gripforge_audio_kit
  • gripforge_render

Game Kits

Modular gameplay kits: search, install, configure, then play in the browser.

  • gripforge_gamekit_search
  • gripforge_gamekit_get
  • gripforge_gamekit_install
  • gripforge_gamekit_remove
  • gripforge_gamekit_configure
  • gripforge_gamekit_dependencies
  • gripforge_gamekit_update
  • gripforge_gamekit_deliver
  • gripforge_game_capabilities
  • gripforge_game_project
  • gripforge_game_play_url

Generate

Characters, weapons, bosses, HUD and capes — into Library.

  • gripforge_generate_character
  • gripforge_generate_weapon
  • gripforge_boss
  • gripforge_concept_correct
  • gripforge_cape
  • gripforge_hud
  • gripforge_hud_bar

Attach

Put the weapon in the hand. Loadouts, rest pose, hitboxes.

  • gripforge_attach
  • gripforge_loadout
  • gripforge_rest_pose
  • gripforge_hitbox
  • gripforge_vehicle_orient
  • gripforge_formats

Animation

Retarget a clip pack onto the character.

  • gripforge_animate
  • gripforge_retarget

Map

Greybox a compound, dress it, plan a level.

  • gripforge_map_plan
  • gripforge_map_props
  • gripforge_map_wires
  • gripforge_map_look
  • gripforge_map_reconstruct
  • gripforge_map_refs
  • gripforge_level

Server

Dedicated servers (deploy, logs, metrics) plus listen-server match/net kits.

  • gripforge_server_list
  • gripforge_server_deploy
  • gripforge_server_restart
  • gripforge_server_logs
  • gripforge_server_metrics
  • gripforge_players_list
  • gripforge_match_kit
  • gripforge_net_kit

Scene & HUD

Lights, fonts, input, viewmodel, loading overlay, nav.

  • gripforge_scene_kit
  • gripforge_light_kit
  • gripforge_font
  • gripforge_input_kit
  • gripforge_viewmodel_kit
  • gripforge_navmesh
  • gripforge_loading_page

Textures & shaders

Seamless tiles and engine-ready shader pull.

  • gripforge_texture_prep
  • gripforge_make_seamless
  • gripforge_shaders
  • gripforge_shader_pull
claude mcp add --transport http gripforge https://gripforge.ai/mcp --header "x-api-key: gf_..." -s local
Lands in the engines you ship with
Surfaces

One engine, three doors

Visual

Studio

Open a studio: attach a weapon, kit a character, tile a texture, build terrain, greybox a map. Same Library, same engines.

Open Studio
HTTP

API

One multipart POST. Wire it into a batch job or a CI step that re-binds a whole prop set.

curl -X POST localhost:3100/api/v1/attach \
  -F character=@hero.glb \
  -F prop=@sword.glb \
  -F style=melee

→ { bind, confidence, exports }
Read the reference
Agent

MCP

Point Claude Code, Cursor or Grok at gripforge.ai/mcp. The agent calls attach, Library, terrain, map — no extra UI.

gripforge_attach
  character_path: ./hero.glb
  prop_path:      ./sword.glb
  style:          melee
  hand:           right
Install the server
Grip

Any rig, one grip

Bone names in your file
SourceResolves to
mixamorig:RightHandR_Hand
hand_rR_Hand
RightHandR_Hand
rHandR_Hand
mixamorig:LeftHandL_Hand
LeftHandL_Hand

Unlisted names fall through to fuzzy matching, then to an optional AI pass for skeletons that follow no convention at all.

Style drives size and orientation
StyleGrip ruleBody ratio
meleeblade across the fist0.38
gunbarrel along the fingers0.18
shieldface on the palm0.24
staffshaft through the grip0.85

Size is measured against the character, not the world, so the same sword reads right on a child model and on an ogre. Style also sets the finger curl, so a trigger finger stays straight on a gun and wraps on a sword.

Output

Paste it where you work

Three.jsbone.add(prop)
UnityBoneAttach.cs
GodotBoneAttachment3D
bind.jsonengine agnostic

Every surface returns the same bind, so a prop attached in Studio and one attached by an agent land in the same place. Unreal sockets read straight off bind.json.

On a rig with finger bones, the bind also carries a grip pose that closes the hand on the handle. Many auto-rigs give one bone per hand, so there is nothing to close there. GripForge reports which one you have as handRig rather than guessing.

Pricing

Per attach, not per seat

Free

  • 15 Studio attaches / month
  • API & MCP: 3 trial / month
  • 200 MB Library
€0 / mo

15 credits

€4.99 once
  • 15 attaches — never expire
  • API & MCP unlocked
  • 200 MB Library

30 credits

€9.99 once
  • 30 attaches — never expire
  • API & MCP unlocked
  • 200 MB Library

100 credits

€29 once
  • 100 attaches — never expire
  • API & MCP unlocked
  • No watermark · AI refine
  • 2 GB Library

500 credits

€79 once
  • 500 attaches — never expire
  • API & MCP unlocked
  • No watermark · AI refine
  • 2 GB Library

1 500 credits

€199 once
  • 1 500 attaches — never expire
  • API & MCP · priority queue
  • Batch-friendly
  • 20 GB Library
FAQ

Common questions

What is GripForge?

A suite of studios and an MCP server so an AI agent (Claude Code, Cursor, Grok) can finish game assets: attach weapons to characters, prep textures, build terrain and maps, and keep everything in a Library engines can load.

How do I use GripForge with Claude Code?

Point Claude Code at gripforge.ai/mcp with your API key, or run npx @gripforgeai/mcp. The agent can then call attach, Library, terrain, map and texture tools without opening the Studio.

Which game engines does GripForge support?

Engine-ready GLB plus snippets for Unity (BoneAttach), Godot (BoneAttachment3D), Unreal sockets and Three.js.

Do I need a subscription?

No. Free Studio tier, credit packs from €4.99 that never expire, and optional Indie (€29/mo) or Studio (€99/mo) plans.