gripforge_style_kit
Resolve "Devil May Cry like" / "genshin" to the locker kit already tagged with that game (characters, enemies, weapons, props). Call this before generating.
promptrequired — e.g. devil may cry like
Model Context Protocol
Claude Code en premier : copie la commande ou le JSON, ta clé workspace est déjà dedans si tu es connecté. Même pipeline que le Studio / la Library. HTTP hébergé https://gripforge.ai/mcp est toujours à jour ; npm @gripforgeai/mcp@0.1.6 écrit les fichiers dans le repo.
Copie un des deux blocs, colle-le dans un terminal à la racine du projet, puis relance Claude Code. La clé est celle du workspace (même casier que la Library).
1 · Commande
Terminal, dans le projet.
claude mcp add gripforge -s local -e GRIPFORGE_API_KEY=gf_... -- npx -y @gripforgeai/mcp
2 · JSON
Fichier .mcp.json à la racine du projet (versionnable — ne commite pas la clé).
{
"mcpServers": {
"gripforge": {
"command": "npx",
"args": ["-y", "@gripforgeai/mcp"],
"env": { "GRIPFORGE_API_KEY": "gf_..." }
}
}
}Toutes les tools (recommandé)
npm @gripforgeai/mcp@0.1.6 (stdio, écrit les fichiers). Hosted HTTP : même catalogue, zéro install.
claude mcp add --transport http gripforge https://gripforge.ai/mcp --header "x-api-key: gf_..." -s local
Vérifie avec claude mcp list — les outils apparaissent comme mcp__gripforge__*.
Ta clé gf_... est sur ton compte.
Catalogue hébergé complet. gripforge_hud, hud_bar, cape et make_seamless sont sur le MCP HTTP ; le package npm couvre le reste et écrit out_dir.
Look & locker
Resolve "Devil May Cry like" / "genshin" to the locker kit already tagged with that game (characters, enemies, weapons, props). Call this before generating.
promptrequired — e.g. devil may cry likeList the Library locker for the workspace that owns this gf_ key (team locker, not a personal inbox).
kindoptional — character | enemy | weapon | prop | texture | bind | vfx | animation | audioqoptional — Search namestyleoptional — Game look (devil-may-cry, dmc, genshin)Get one Library item and its signed file URL.
idrequired — lib_…Upload into Library. npm package: local path. Hosted: file_url or base64.
path / file_urlrequired — Local file (npm) or https URL (hosted)kindrequired — character | enemy | weapon | prop | texture | bind | vfx | animation | audionameoptional — Display nameSync: write the item into the open repo (npm / Claude Code). Hosted endpoint returns a signed URL only. Also pulls VFX sidecars (tex0..png/json).
idrequired — lib_…out_diroptional — Default ./gripforge-library in cwdAdd a game look to tags so style_kit finds the item. Does not overwrite grip style melee/gun.
idrequired — lib_…styleoptional — devil-may-cry, genshin…tagsoptional — Replace tag listLocker audio for a game look: SFX (sfx_*) and music loops (music_*), grouped, with file URLs. npm out_dir downloads everything. 0 credits.
promptoptional — Game look (omit for everything)out_diroptional — Download files here (npm)Generate
CREATE a new game-ready mesh (T-pose, auto-rigged) and save it to Library. If the look may already be in the locker, call style_kit first. Put "enemy" in the prompt (or kind=enemy) to save as kind=enemy. 10 credits; 2–8 minutes.
promptrequired — Description. "Devil May Cry like enemy" → tagged devil-may-cry, kind=enemyprovideroptional — tripo | meshy (default tripo)nameoptional — Library item namekindoptional — character | enemyPlayable boss kit: stats, phases, attacks bound to anim-pack slots, arena, Three / Godot / Unity / Unreal snippets. 0 credits. Reuses a locker enemy. Pass character_id to bind a mesh. generate=true forges a NEW kind=enemy (10 credits). Then animate + hitbox.
promptrequired — e.g. devil may cry like phantom bossroleoptional — mini | mid | final (inferred from the prompt)character_idoptional — lib_… enemy / character / bind — 0 creditsgenerateoptional — Forge a new enemy mesh (10 credits). Skip if locker already has one.nameoptional — Boss display nameprovideroptional — tripo | meshy (generate only)out_diroptional — Write boss.json + snippets (npm)Correct a character concept into a strict T-pose sheet (optional cape/train off, sleeved jacket stays, outfit or sport base). Saves PNG to Library. 1 credit.
file_url / pathrequired — https image (hosted) or local path (npm)clothesoptional — outfit | base (grey athletic sportswear)capeoptional — Remove flowing cape/train only; keep sleeved jacket (default true, outfit only)notesoptional — Extra directionnameoptional — Library nameSurvivor HUD kit: hud.json + cartoon PNGs + Godot .tscn + Three / Unity / Unreal snippets. Hosted MCP. 1 credit.
presetoptional — survivor (default)health_typeoptional — hearts | barhealth_maxoptional — 1–20 (default 5)health_styleoptional — Built-in skin, or custom:<slug> from hud_barcurrenciesoptional — default ["gem","mushroom","drop"]minimapoptional — default falseportraitoptional — default trueForge an original themed health-bar frame+fill PNG pair (genre/materials, not a specific game). Hosted MCP. 2 credits.
themerequired — e.g. gothic demon-hunter, baroque metalcolorsoptional — Fill gradient [light, mid, dark] hexnameoptional — Slug for Library itemsCape rig: 3-column bone grid on neck/spine, skins the cape, bakes attached_cape.glb + Godot spring / Three verlet snippets. Hosted MCP. 1 credit.
character_id / character_urlrequired — Rigged charactercape_id / cape_urlrequired — Cape meshcolumnsoptional — Bone columns (default 3)rowsoptional — Rows below anchor (default 5)saveoptional — Save attached_cape.glb to Library (default true)Attach & combat
Auto bone-attach a prop onto a rigged character. Returns bind JSON + Three / Unity / Godot snippets. Bind (+ armed GLB when export_glb) is saved in Library — not a second credit.
character_path / character_url / character_id / attach_idrequired — Character mesh, Library id, or armed bind (attach_id) as the characterprop_path / prop_url / prop_idrequired — Prop mesh — local path, https URL, or Library idprop_id_2 / prop_path_2 / prop_url_2optional — Second held item (off-hand) attached after the firststyleoptional — melee | gun | shield | staffhandoptional — right | leftheight_ratiooptional — Prop size as fraction of body heightfistoptional — Fist closing amount, 0 open → 1 closedexport_glboptional — Bake character + fist + prop into attached.glb (mitten rigs)out_diroptional — Write bind.json + snippets to this folder (npm)Multi-weapon character in one call: attaches every prop of every set, names nodes gf_prop_<slug>_<l|r>, stamps a scene manifest { default, sets }, then (default) retargets the clip pack. Engine switches sets by toggling visibility. Credits: one attach per prop.
character_idrequired — Library character idsetsrequired — { "sword": [{prop_id}], "guns": [{prop_id, hand, style}, …] }default / default_setoptional — Set visible by default (first set otherwise)archetypeoptional — sword | claws | heavy | brawler | puppetanimateoptional — Also retarget the standard clip pack (default true)nameoptional — Library nameout_diroptional — Write loadout.glb + manifest.json (npm)Lower arms against this mesh until they would clip. Saves arms-down rest (weapons stay in the hands on an armed bind). 0 credits.
character_idrequired — character | enemy | armed bindBody capsules + weapons[] (one reach capsule per gf_prop_ wrapper) from a character, armed bind or loadout. Use weapons[] for dual-wield. 0 credits.
character_idoptional — character | enemyattach_idoptional — armed bindidoptional — loadout / bind / characterList supported mesh formats, styles, and hands. Also reports npm client version vs latest.
Animation
Retarget the clip pack onto a Mixamo Library character/enemy/armed bind. Base slots + extras (taunt, stinger, knockback, block, jump_*, idle_guns, shoot). archetype remaps base slots. Saves kind=animation. 0 credits.
character_idrequired — character | enemy | armed bindarchetypeoptional — sword | claws | heavy | brawler | puppetslotsoptional — Subset of idle walk run attack1-3 hit death dodge + extrasnameoptional — Library nameConvert a clip from skeleton A onto skeleton B. Saves kind=animation.
source_idrequired — GLB with clipstarget_idrequired — Character to driveclipoptional — Clip name (default first)Scene, HUD copy, loading
Locker props for a game look plus a suggested layout (metres, Y-up). Empty slots → generate that dressing prop.
promptrequired — e.g. devil may cry likeMoon / sun / candle lights + fog + Three.js snippet for a game look. 0 credits. Pair with scene_kit.
promptrequired — e.g. devil may cry likeGoogle-font CSS + exact rank strings (DMC: Cinzel, D–SSS). Put letters in HTML — do not rasterize. 0 credits.
promptrequired — e.g. devil may cry likeWalkable XZ AABB + pillar holes for a scene_kit room. JSON clamp, not a baked navmesh. 0 credits.
promptrequired — e.g. devil may cry likeLoading overlay for Three / Godot / Unity / Unreal. Title is text. Overlay 0 credits. Pass character_id to generate a 16:9 cinematic still of that Library character (1 credit, no letters in the image).
promptrequired — e.g. devil may cry likecharacter_idoptional — lib_… character / enemy / bind — generate background still (1 credit)Plan a playable level from a prompt (0 credits): rooms in metres, connections, critical path, shortcuts, spawns. Same seed → same level. Pair with scene_kit for dressing.
promptrequired — e.g. gothic castle dungeon, 3 combat rooms, one bossseedoptional — Same seed → same layoutcombat_roomsoptional — Number of combat roomsfloorsoptional — Number of floorsoptional_branchesoptional — Optional side roomsTextures & shaders
Prep a game texture: optional seamless blend + faithful lanczos upscale (1×/2×/4×, max 1024 or 2048). Pattern preserved — not a generator. Writes the PNG into out_dir (npm) and returns the Library URL. 0 credits.
path / image_url / texture_idrequired — Local PNG/JPG/WebP (npm), https URL (hosted), or Library idseamlessoptional — 50% wrap + seam blend (default true)scaleoptional — 1 | 2 | 4sizeoptional — 1024 | 2048out_diroptional — Write the PNG here (npm). Hosted returns the URL only.nameoptional — Library / file nameTurn an image into a tileable texture: 50% wrap + seam cross-fade. Pattern preserved. Hosted MCP. 0 credits.
image_url / texture_idrequired — https URL or Library texture idsizeoptional — Force power-of-two side: 512, 1024, 2048bandoptional — Blend band as a fraction of the side (default 0.08)nameoptional — Library nameList the authorized shader catalog mirrored by GripForge. { id, name, engines: godot|unity|three }. Search aliases like slash_reveal. Free.
qoptional — Search id / name / aliastypeoptional — canvas_item | spatial | sky | particles | foglimit / offsetoptional — Pagination (default 50)Pull a shader into the open repo (npm writes out_dir; hosted returns file contents). Returns a Godot ShaderMaterial / Unity Material / Three ShaderMaterial assign snippet. v1 pull is free (no credit).
idrequired — Slug or alias (slash_reveal)enginerequired — godot | unity | threeout_dirrequired — Folder to write into (npm). Hosted: suggested path only.Preview
Server PNG preview of a Library GLB (agent can see without a browser).
idrequired — lib_…width / heightoptional — PNG sizeAdmin VFX
Admin only. Generate + export 3D slash/thrust/spin VFX on a Library bind, or a world-space fire meteor. Additive PNG, vfx.json + snippets. Refused for non-admin keys.
attach_idoptional — Library bind (not required for meteor)promptoptional — Fills type/style/color/emitters when omittedtypeoptional — slash | thrust | spin | meteor | beam | swing | claw | charge | shieldstyleoptional — energy | metal | magiclookoptional — beam: toon | solidcoloroptional — Hex colordurationoptional — Seconds (default 0.25)widthoptional — Ribbon width in metresout_diroptional — Write vfx.glb + additive.png + snippets (npm)Admin only. Evaluate the VFX timeline at time t (t=0 empty). No credits.
bindrequired — Attach bind.json objecttoptional — Seconds (default 0)typeoptional — Same types as gripforge_vfxdurationoptional — Seconds1 crédit = 1 attache réussie via l'API (POST /api/v1/attach avec X-API-Key) ou via MCP (GRIPFORGE_API_KEY / x-api-key). gripforge_loadout = 1 crédit par prop. Autres coûts : generate_character / boss generate 10 · hud / cape / concept_correct / loading still 1 · hud_bar 2. Overlay loading, scene/light/font/navmesh, animate, boss kit, rest_pose, hitbox, texture_prep, make_seamless, shaders list + pull v1 : 0 crédit.
Quota mensuel : Free 15 attaches Studio + 3 essais API/MCP · Indie 100 · Studio 500. Quota épuisé → 402. Essai Free API/MCP épuisé → 403. Le Studio (prévisualisation) est gratuit au-delà de l'API. Sans clé, l'API tourne en mode local non compté. gripforge_vfx est admin-only.
# consulter son solde
curl -H "X-API-Key: gf_..." https://gripforge.ai/api/v1/credits
→ { plan, used, limit, remaining, period }
# catalogue tools
curl https://gripforge.ai/api/v1/mcpgripforge_style_kit
prompt: devil may cry like
gripforge_loadout
character_id: lib_…
sets:
sword: [{ prop_id: lib_…, style: melee }]
guns: [{ prop_id: lib_…, hand: left, style: gun },
{ prop_id: lib_…, hand: right, style: gun }]
gripforge_loading_page
prompt: devil may cry like
character_id: lib_…
gripforge_boss
prompt: devil may cry like phantom boss
role: midPOST /api/v1/attachGET /api/v1/mcp