Library
Find a look in the locker, then push and pull GLBs into the repo.
gripforge_style_kitgripforge_library_listgripforge_library_getgripforge_library_pushgripforge_library_pullgripforge_library_taggripforge_audio_kitgripforge_render
An agent can generate a mesh
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
GripPut the weapon in the hand, on any rig.
CharacterKits, actions and clips on a rigged mesh.
TexturesSeamless tiles for terrain and props — nothing invented.
TerrainWorlds from Library tiles, ready to export.
MapGreybox then dress a compound from a plan.
Assets libraryOne locker for meshes, textures, binds and kits.Point Claude Code, Cursor or Grok at gripforge.ai/mcp. Same locker as the Studio. 60 tools.
Find a look in the locker, then push and pull GLBs into the repo.
gripforge_style_kitgripforge_library_listgripforge_library_getgripforge_library_pushgripforge_library_pullgripforge_library_taggripforge_audio_kitgripforge_renderModular gameplay kits: search, install, configure, then play in the browser.
gripforge_gamekit_searchgripforge_gamekit_getgripforge_gamekit_installgripforge_gamekit_removegripforge_gamekit_configuregripforge_gamekit_dependenciesgripforge_gamekit_updategripforge_gamekit_delivergripforge_game_capabilitiesgripforge_game_projectgripforge_game_play_urlCharacters, weapons, bosses, HUD and capes — into Library.
gripforge_generate_charactergripforge_generate_weapongripforge_bossgripforge_concept_correctgripforge_capegripforge_hudgripforge_hud_barPut the weapon in the hand. Loadouts, rest pose, hitboxes.
gripforge_attachgripforge_loadoutgripforge_rest_posegripforge_hitboxgripforge_vehicle_orientgripforge_formatsRetarget a clip pack onto the character.
gripforge_animategripforge_retargetGreybox a compound, dress it, plan a level.
gripforge_map_plangripforge_map_propsgripforge_map_wiresgripforge_map_lookgripforge_map_reconstructgripforge_map_refsgripforge_levelDedicated servers (deploy, logs, metrics) plus listen-server match/net kits.
gripforge_server_listgripforge_server_deploygripforge_server_restartgripforge_server_logsgripforge_server_metricsgripforge_players_listgripforge_match_kitgripforge_net_kitLights, fonts, input, viewmodel, loading overlay, nav.
gripforge_scene_kitgripforge_light_kitgripforge_fontgripforge_input_kitgripforge_viewmodel_kitgripforge_navmeshgripforge_loading_pageSeamless tiles and engine-ready shader pull.
gripforge_texture_prepgripforge_make_seamlessgripforge_shadersgripforge_shader_pullclaude mcp add --transport http gripforge https://gripforge.ai/mcp --header "x-api-key: gf_..." -s local
Open a studio: attach a weapon, kit a character, tile a texture, build terrain, greybox a map. Same Library, same engines.
Open StudioOne 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 }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: rightInstall the server
| Source | Resolves to |
|---|---|
| mixamorig:RightHand | R_Hand |
| hand_r | R_Hand |
| RightHand | R_Hand |
| rHand | R_Hand |
| mixamorig:LeftHand | L_Hand |
| LeftHand | L_Hand |
Unlisted names fall through to fuzzy matching, then to an optional AI pass for skeletons that follow no convention at all.
| Style | Grip rule | Body ratio |
|---|---|---|
| melee | blade across the fist | 0.38 |
| gun | barrel along the fingers | 0.18 |
| shield | face on the palm | 0.24 |
| staff | shaft through the grip | 0.85 |
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.
bone.add(prop)BoneAttach.csBoneAttachment3Dengine agnosticEvery 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.
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.
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.
Engine-ready GLB plus snippets for Unity (BoneAttach), Godot (BoneAttachment3D), Unreal sockets and Three.js.
No. Free Studio tier, credit packs from €4.99 that never expire, and optional Indie (€29/mo) or Studio (€99/mo) plans.