Create an original desert raider for Unreal, with a rig, idle, walk and attack animations. Show me a concept and estimate generation costs first. Save the approved result in my workspace.MCP & CLI · DOCUMENTATION
Your agent.
Your creation tools.
Connect your agent to GripForge. Create assets, animations and worlds, then open the result in your studios — in the same workspace.
Your agent → GripForge tools → your workspace
Connect your agent
Choose the workflow that matches your tools.
One login. Your choice of agent.
The CLI connects your workspace and launches GripForge AI, Codex or Claude Code with GripForge tools.
Node.js 22.19+ · macOS / Linux · v0.3.15
npm install -g https://gripforge.ai/cli/gripforge-cli-0.3.15.tgzConfirm the connection and workspace in your browser.
gripforge login
gripforge connect gripforgeInstall Codex or Claude Code separately to use your existing account. GripForge AI uses your GripForge plan. CLI guide
Start with an idea
Copy a prompt into your connected agent, then refine the result.
In my Godot map, place a player spawn zone next to the portal and turn the selected region into a ruined village. Keep the rest of the map and give me the Studio review link.Create a 3D tactical FPS prototype for Three.js. Search my workspace and community assets first, then propose any missing generations with a budget. Use reusable Game Kits for movement and combat.Find the right tool
Browse by category. Open a tool to see its parameters.
106 results · Technical reference in English.
Vehicles · door controls1
gripforge_vehicle_doorsOpen and close doors independently on one saved Studio vehicle instance. Uses the shared renderer and prepared hinge metadata; never modifies the Library asset or other vehicles. Saves a work pose and returns the Studio link. No generation charge.
gripforge_vehicle_doorsOpen and close doors independently on one saved Studio vehicle instance. Uses the shared renderer and prepared hinge metadata; never modifies the Library asset or other vehicles. Saves a work pose and returns the Studio link. No generation charge.
id / nodeId / expectedRevisionRequired- Saved scene ID, vehicle instance ID and current work revision. Locks and workspace permissions apply.
doorsRequired- {Door_FL:1, Door_FR:0, Door_RL:0.5}. 0 = closed, 1 = open; omitted doors retain their state. null clears manual control. Requires gripforge_prepare_vehicle hinges and portable clips. Global animation is paused for manual control.
workspace_idOptional- Authorized workspace. In-game control uses the vehicle.doors module; GLB open/close clips remain portable.
Vehicles · surface finishing1
gripforge_vehicle_finishCreate a new private vehicle work version through a persistent Blender job: measured PBR panels and trim, wheel rebuilding, fitted PNG logos, relief badges and mesh lettering. Source GLB and validated versions remain unchanged. Body markings stay fixed; wheel markings follow their wheel through rig/export. Named authored marks are replaced without stacking. Returns GLB, Blend, optional FBX and a GripForge review link. No provider generation credits; visual review is required.
gripforge_vehicle_finishCreate a new private vehicle work version through a persistent Blender job: measured PBR panels and trim, wheel rebuilding, fitted PNG logos, relief badges and mesh lettering. Source GLB and validated versions remain unchanged. Body markings stay fixed; wheel markings follow their wheel through rig/export. Named authored marks are replaced without stacking. Returns GLB, Blend, optional FBX and a GripForge review link. No provider generation credits; visual review is required.
source / idRequired- Pinned static GLB {assetId, revisionId, fileRole?} or Library id. Requires explicit Body and Wheel_FL/FR/RL/RR groups.
repairRequired- Guided recipe with regions (can be []), optional denoise, cleanPaint, calipers, features and wheelRebuild. Metres, +Y up and +Z forward.
repair.features.marksOptional- Up to 32 decal|badge|text marks. Explicit position, normal, up, widthM and heightM; optional target, receiver mesh, convex outline and mirrorX. Missed surface fitting fails.
marks[].artwork / textOptional- Decal: pinned Library/Community PNG (no URL or path). Badge: optional PNG plus depthM. Text: 1–48 printable ASCII characters rendered as real mesh lettering. PNG limit 1 MiB/2048px; 16 sources, 8 MiB/16 MP total.
repair.rigOptional- Optional wheelRadius and wheelWidth matching wheelRebuild. Produces the rigid wheel rig and FBX; source must be pre-rig.
name / workspace_id / idempotency_keyOptional- Authorized workspace and stable retry key. Poll generation_read; cancellation/retry preserves completed steps. The result is work/pending review, never automatic validation.
Projectiles · trails & impacts1
gripforge_projectile_createAdmin: create an editable 3D projectile from 20 named variants: darts, bullets, orbs, wisps, carrot rocket, disc, spears, comets, coils and lightning. config.variant chooses the shape, trail and impact; style/color can override the palette. GET /api/v1/vfx/projectiles lists all variants. Shared Scene Engine and world-space trail history. Durable preview/review/workspace save returns a Studio link. Work versions never automatically replace validated versions. Install combat.projectiles in a web Game Kit and bind the VFX to projectile_vfx; ranged weapons can use it with projectile=true. Speed, gravity, collisions and damage are gameplay settings, separate from the visual asset. Native adapters are not available in v1.
gripforge_projectile_createAdmin: create an editable 3D projectile from 20 named variants: darts, bullets, orbs, wisps, carrot rocket, disc, spears, comets, coils and lightning. config.variant chooses the shape, trail and impact; style/color can override the palette. GET /api/v1/vfx/projectiles lists all variants. Shared Scene Engine and world-space trail history. Durable preview/review/workspace save returns a Studio link. Work versions never automatically replace validated versions. Install combat.projectiles in a web Game Kit and bind the VFX to projectile_vfx; ranged weapons can use it with projectile=true. Speed, gravity, collisions and damage are gameplay settings, separate from the visual asset. Native adapters are not available in v1.
variantsOptional- Optional list of 1–20 catalogue IDs, without config/name. One durable batch job returns result.items, with separate render/review/save checkpoints for each asset. No automatic publication.
configOptional- variant (e.g. storm-bolt, arcane-disc, ice-spear, void-comet, carrot-shot), style, radius, trailLifetime, impactDuration, color, accent, seed, quality: low|high
name / save / workspace_id / idempotency_keyOptional- save=true by default: poll gripforge_generation_read for the asset ID. save=false returns an unsaved editable recipe. No automatic game modification.
Shield VFX · multiple engines2
gripforge_shield_vfxAdmin: create an original 3D shield with 17 visual variants using the shared VFX renderer. Saves a durable work revision with preview and Studio link. No automatic visual approval or gameplay damage.
gripforge_shield_vfxAdmin: create an original 3D shield with 17 visual variants using the shared VFX renderer. Saves a durable work revision with preview and Studio link. No automatic visual approval or gameplay damage.
configOptional- style, radius (metres), stretch, color, accent, intensity, opacity, speed, seed and quality: low|high
save / workspace_id / idempotency_keyOptional- save defaults to true. Poll generation_read for the saved asset and preview. save=false returns the editable source without saving.
gripforge_shield_exportAdmin: compile a shield recipe into source files for Three.js, Godot 4, Unity or Unreal 5. Includes geometry, native shaders, lifecycle, local hit ripples and shatter. No preview scene included. Compile and visually review in your target engine.
gripforge_shield_exportAdmin: compile a shield recipe into source files for Three.js, Godot 4, Unity or Unreal 5. Includes geometry, native shaders, lifecycle, local hit ripples and shatter. No preview scene included. Compile and visually review in your target engine.
engineRequired- threejs | godot | unity | unreal
config / workspace_idOptional- Same recipe as shield_vfx. Returns relative file paths and install instructions. Exports the recipe; arbitrary Studio shader edits are not recompiled through this tool.
Weapon-aware motion3
gripforge_weapon_profileMeasure an armed Library instance: explicit axe/sword/hammer/staff family, grip anchors, dimensions and axes. Inspect axes and seating; geometry alone cannot safely classify a weapon. Source unchanged.
gripforge_weapon_profileMeasure an armed Library instance: explicit axe/sword/hammer/staff family, grip anchors, dimensions and axes. Inspect axes and seating; geometry alone cannot safely classify a weapon. Source unchanged.
source_idRequired- Owned armed GLB from Grip
family / hand / handsRequired- Explicit family; right or left; one or two hands
weaponNode / primaryAnchor / secondaryAnchor / handleAxis / edgeAxisOptional- Instance node and vectors in its local coordinates. A second-hand anchor is mandatory for two-hand IK.
gripforge_weapon_motionPersistent motion job, with three distinct procedural axe/hammer attacks, Grip finger holds and second-hand IK. Sword uses its explicit animation pack; unsupported staff attacks return an error. Produces a new work version and Studio link, never auto-replaces a game or validates the visuals.
gripforge_weapon_motionPersistent motion job, with three distinct procedural axe/hammer attacks, Grip finger holds and second-hand IK. Sword uses its explicit animation pack; unsupported staff attacks return an error. Produces a new work version and Studio link, never auto-replaces a game or validates the visuals.
source_id / familyRequired- Armed GLB and explicit weapon family
slots / name / idempotency_key / workspace_idOptional- Choose idle/walk/run/attack1–3/hit/death/dodge/block/jump_start/loop/land. Poll generation_read; cancellation and retry preserve completed work.
gripforge_weapon_motion_reviewSample the exported GLB at 60 Hz for grip drift, finger pose, wrist rotation, discontinuities, support-hand reach and conservative torso collisions. Technical results remain separate from visual validation.
gripforge_weapon_motion_reviewSample the exported GLB at 60 Hz for grip drift, finger pose, wrist rotation, discontinuities, support-hand reach and conservative torso collisions. Technical results remain separate from visual validation.
source_idRequired- Saved weapon-motion draft
workspace_idOptional- Authorized workspace
Create a game · website & CLI1
gripforge_game_creationOne saved 3D creation plan shared by the website and CLI. Choose the engine, let AI propose real asset slots, reuse workspace/community assets or import your own. Generate concepts, review them, then approve 3D manufacturing. Assembly binds the selected assets to an editable Game Kit prototype; native engines continue through CLI delivery. Every paid step requires an accepted quote. Jobs, completed steps, selections and reviews survive page closure.
gripforge_game_creationOne saved 3D creation plan shared by the website and CLI. Choose the engine, let AI propose real asset slots, reuse workspace/community assets or import your own. Generate concepts, review them, then approve 3D manufacturing. Assembly binds the selected assets to an editable Game Kit prototype; native engines continue through CLI delivery. Every paid step requires an accepted quote. Jobs, completed steps, selections and reviews survive page closure.
actionRequired- create | list | get | assets | select | quote | accept | approve_concept | approve_asset | cancel | retry | dismiss
prompt / engineOptional- create: describe a 3D game and explicitly select web, unity, godot or unreal. Ask if the engine is missing. 2D is not supported yet.
id / expected_revision / workspace_idOptional- Saved creation and workspace. Edits require its latest revision; get returns a Studio link and the CLI resume command.
slot_id / mode / asset_idOptional- Select a compatible Library asset, request mode=generate with a prompt, or keep a template default. assets searches by source=workspace|community and q.
operation / quote_tokenOptional- quote: plan|concept|generate|build. Show the returned cost before accept. Acceptance reuses the same durable job on retry; no automatic currency fallback or visual approval.
Shared Scene Engine · architectural rendering1
gripforge_scene_realismApply reusable brick, stone, metal and glass treatments plus GTAO to a saved scene. Explicit mesh-local regions support atlased buildings; glass can use parallax interiors. Preserves source PBR maps and other instances. Returns a Studio comparison link, saves work only. No generation charge, automatic visual approval or DLSS. Read gripforge_scene_schema.realism first.
gripforge_scene_realismApply reusable brick, stone, metal and glass treatments plus GTAO to a saved scene. Explicit mesh-local regions support atlased buildings; glass can use parallax interiors. Preserves source PBR maps and other instances. Returns a Studio comparison link, saves work only. No generation charge, automatic visual approval or DLSS. Read gripforge_scene_schema.realism first.
id / expectedRevisionRequired- Owned scene and current work revision
assignmentsOptional- [{nodeId, material: named slot or *, surface:{preset,detail,weathering,regions}}]. surface:null removes the profile.
ambientOcclusionOptional- {enabled,radius:0.02..3,intensity:0..1,quality:low|medium|high}; null removes it.
qualityOptional- {preset:performance|balanced|quality,resolutionScale:0.5..1,sharpness:0..0.5}; null restores the original display budget. Shared browser renderer, up to 4K; no DLSS.
workspace_idOptional- Authorized workspace
Unreal → Map Studio7
gripforge_scene_optimizePrepare an existing scene for browser loading with resumable per-asset WebP variants. Original files, geometry, animation, transforms and Library heads are preserved. Color maps up to 1024px, data maps 512px, terrain color 4096px. Saves a new work revision with byte savings; never validates automatically. New Unreal imports run this step automatically.
gripforge_scene_optimizePrepare an existing scene for browser loading with resumable per-asset WebP variants. Original files, geometry, animation, transforms and Library heads are preserved. Color maps up to 1024px, data maps 512px, terrain color 4096px. Saves a new work revision with byte savings; never validates automatically. New Unreal imports run this step automatically.
idRequired- Owned scene ID
expectedRevisionRequired- Current work revision; concurrent edits are protected
idempotency_key / workspace_idOptional- Stable retry key and authorized workspace
gripforge_map_import_unreal_schemaRead the export/import contract and limits. Available on hosted MCP and through GET /api/v1/maps/import/unreal. Native Unreal extraction runs on your machine; the hosted service cannot read local .umap files.
gripforge_map_import_unreal_schemaRead the export/import contract and limits. Available on hosted MCP and through GET /api/v1/maps/import/unreal. Native Unreal extraction runs on your machine; the hosted service cannot read local .umap files.
No specific parameters documented for this tool.
gripforge_map_unreal_export_localLocal MCP: export a saved Unreal map through an installed UE 5.7 editor. Separate commandlet, immutable source map, persistent per-file checkpoints. PBR props, foliage patches, editable Landscape heights/holes and baked terrain color. Reports unsupported native effects and shaders. No automatic visual validation.
gripforge_map_unreal_export_localLocal MCP: export a saved Unreal map through an installed UE 5.7 editor. Separate commandlet, immutable source map, persistent per-file checkpoints. PBR props, foliage patches, editable Landscape heights/holes and baked terrain color. Reports unsupported native effects and shaders. No automatic visual validation.
project_fileRequired- Absolute .uproject path
source_levelRequired- /Game/YourEnvironment/Maps/MainMap
editor_executableRequired- Absolute UnrealEditor executable path
job_directoryRequired- Persistent export folder; reuse it to resume
texture_size / terrain_texture_size / terrain_resolutionOptional- Defaults: 1024 / 4096 / 513. No Blender or AI credit required.
gripforge_map_unreal_export_status_localRead export/upload progress, failures and the final studio_url. Jobs continue after the MCP call or page closes.
gripforge_map_unreal_export_status_localRead export/upload progress, failures and the final studio_url. Jobs continue after the MCP call or page closes.
job_directoryRequired- Export folder
gripforge_map_unreal_export_cancel_localCancel at the next safe checkpoint. Completed files and private uploaded assets remain reusable on retry.
gripforge_map_unreal_export_cancel_localCancel at the next safe checkpoint. Completed files and private uploaded assets remain reusable on retry.
job_directoryRequired- Export folder
stageRequired- export | upload
gripforge_map_unreal_upload_localLocal MCP: upload immutable files and create a new private work scene in your workspace. Poll export_status_local for its Map Studio link. 0 generation credits; storage quota applies. The current validated map is preserved.
gripforge_map_unreal_upload_localLocal MCP: upload immutable files and create a new private work scene in your workspace. Poll export_status_local for its Map Studio link. 0 generation credits; storage quota applies. The current validated map is preserved.
job_directoryRequired- Completed export folder
workspace_idRequired- Workspace authorized by your GripForge API key
gripforge_map_import_unrealHosted MCP/API equivalent for an already exported portable scene. First POST binary files to /api/v1/maps/import/unreal/assets with x-asset-filename and x-content-sha256. Then POST the document to /api/v1/maps/import/unreal. Returns a persistent job_id; generation_read returns studio_url. Static foliage remains editable by patch. UE Blueprints, Niagara, animated water and procedural skies need separate adapters.
gripforge_map_import_unrealHosted MCP/API equivalent for an already exported portable scene. First POST binary files to /api/v1/maps/import/unreal/assets with x-asset-filename and x-content-sha256. Then POST the document to /api/v1/maps/import/unreal. Returns a persistent job_id; generation_read returns studio_url. Static foliage remains editable by patch. UE Blueprints, Niagara, animated water and procedural skies need separate adapters.
schemaRequired- gripforge.unreal-studio-import.v1
documentRequired- Common SceneDocument (purpose=map), using uploaded immutable asset references
sourceRequired- {engine: unreal, level: /Game/…, sha256, warnings: []}
workspace_id / idempotency_keyOptional- Authorized destination and stable retry key
HUD Studio1
gripforge_hud_importImport the HUD of the project into the HUD Studio (action=import: pass the file content — Godot .tscn, Unity .uxml / .unity / .prefab, Unreal UMG clipboard, hud.json), list the workspace HUDs (action=list) or read one (action=get).
gripforge_hud_importImport the HUD of the project into the HUD Studio (action=import: pass the file content — Godot .tscn, Unity .uxml / .unity / .prefab, Unreal UMG clipboard, hud.json), list the workspace HUDs (action=list) or read one (action=get).
actionRequired- import | list | get
textOptional- import: the engine file content, as-is
filenameOptional- import: original file name, helps detect the format
nameOptional- import: name in the studio
idOptional- get: hud_… id
Look & locker10
gripforge_style_kitResolve "Devil May Cry like" / "open world adventure" to the locker kit already tagged with that game (characters, enemies, weapons, props). Call this before generating.
gripforge_style_kitResolve "Devil May Cry like" / "open world adventure" to the locker kit already tagged with that game (characters, enemies, weapons, props). Call this before generating.
promptRequired- e.g. devil may cry like
gripforge_asset_searchSearch actual models, textures and animations in both workspace and Community. Free. Distinct from searching gameplay modules. Inspect suitability before reuse or generation.
gripforge_asset_searchSearch actual models, textures and animations in both workspace and Community. Free. Distinct from searching gameplay modules. Inspect suitability before reuse or generation.
qRequired- Visual role or style
kindOptional- Asset kind
sourceOptional- both (default) | workspace | community
limit / offsetOptional- Pagination per source
gripforge_asset_cloneCopy a published asset into your workspace, then download it with library_pull. Assets and armor sets are free by default; an explicit creator price is paid in credits. Reuse an existing copy when available.
gripforge_asset_cloneCopy a published asset into your workspace, then download it with library_pull. Assets and armor sets are free by default; an explicit creator price is paid in credits. Reuse an existing copy when available.
idRequired- Community lib_… id
gripforge_generation_quoteFree operation estimate before spending. Subscribers share one monthly limit for AI and paid generation; otherwise asset credits apply. Propose missing assets and obtain a generation budget. Additional concepts, rigging and reviews are separate operations in that same limit.
gripforge_generation_quoteFree operation estimate before spending. Subscribers share one monthly limit for AI and paid generation; otherwise asset credits apply. Propose missing assets and obtain a generation budget. Additional concepts, rigging and reviews are separate operations in that same limit.
kindRequired- model | concept | texture | rig | animation
providerOptional- meshy | tripo | xai | openai
countOptional- 1–20 operations
workspace_idOptional- Authorized workspace
gripforge_library_listList the Library locker for the workspace that owns this gf_ key (team locker, not a personal inbox).
gripforge_library_listList the Library locker for the workspace that owns this gf_ key (team locker, not a personal inbox).
kindOptional- character | enemy | weapon | prop | texture | hud | button | bind | vfx | animation | audio
qOptional- Search name
styleOptional- Game look (devil-may-cry, dmc, open-world-adventure)
gripforge_library_getGet one Library item and its signed file URL.
gripforge_library_getGet one Library item and its signed file URL.
idRequired- lib_…
gripforge_library_pushUpload into Library. npm package: local path. Hosted: file_url or base64.
gripforge_library_pushUpload 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 | hud | button | bind | vfx | animation | audio
nameOptional- Display name
gripforge_library_pullSync: write an item you own into the open repo (npm / Claude Code). Own locker is free. Community assets are free to clone unless their creator sets a price in credits. Hosted endpoint returns a signed URL only.
gripforge_library_pullSync: write an item you own into the open repo (npm / Claude Code). Own locker is free. Community assets are free to clone unless their creator sets a price in credits. Hosted endpoint returns a signed URL only.
idRequired- lib_…
out_dirOptional- Default ./gripforge-library in cwd
gripforge_library_tagAdd a game look to tags so style_kit finds the item. Does not overwrite grip style melee/gun.
gripforge_library_tagAdd a game look to tags so style_kit finds the item. Does not overwrite grip style melee/gun.
idRequired- lib_…
styleOptional- devil-may-cry, open-world-adventure…
tagsOptional- Replace tag list
gripforge_audio_kitSearch locker + Community SFX by description/tags (gunshot, ui, magie, pas, dinosaure…). Each hit has description + use[]. Community: clone then pull. 0 credits to search.
gripforge_audio_kitSearch locker + Community SFX by description/tags (gunshot, ui, magie, pas, dinosaure…). Each hit has description + use[]. Community: clone then pull. 0 credits to search.
promptOptional- What you need: "gunshot", "ui click", "dinosaur roar"…
out_dirOptional- Download files here (npm)
Game Kits (modular)16
gripforge_gamekit_searchStart here. Search the modular kit catalogue (vehicle.driveable, mission.objectives, npc.wanted…) by text, capability, tag or target. With project_id each hit carries its install state and kits that fill a missing capability rank first. Each kit comes with a tagline, its engine targets and a featured image (coverUrl). 0 credits.
gripforge_gamekit_searchStart here. Search the modular kit catalogue (vehicle.driveable, mission.objectives, npc.wanted…) by text, capability, tag or target. With project_id each hit carries its install state and kits that fill a missing capability rank first. Each kit comes with a tagline, its engine targets and a featured image (coverUrl). 0 credits.
qOptional- Free text: "drive a car", "wanted level"
capabilityOptional- Capability the kit must provide (id or prefix)
tagOptional- vehicle | mission | npc | legacy…
targetOptional- web (default) | godot | unity | unreal
project_idOptional- gkp_… to score against (default: latest project)
limitOptional- Max kits (default 20)
gripforge_gamekit_getManifest (provides / requires, slots, data collections, events), README, config schema + defaults, version and changelog of one kit (projects always run the latest version). with_usage lists the projects using it. 0 credits.
gripforge_gamekit_getManifest (provides / requires, slots, data collections, events), README, config schema + defaults, version and changelog of one kit (projects always run the latest version). with_usage lists the projects using it. 0 credits.
idRequired- Kit id, e.g. vehicle.driveable
versionOptional- Exact version (default latest)
with_usageOptional- true → usedBy projects
gripforge_gamekit_installedThe kits installed in a project, first and marked priority (id, enabled, addedBy, provides, requires, config; version, latest, delivered per engine, pendingMigrations) with the rule: build on them for what they cover, pick from the catalogue for the rest. 0 credits.
gripforge_gamekit_installedThe kits installed in a project, first and marked priority (id, enabled, addedBy, provides, requires, config; version, latest, delivered per engine, pendingMigrations) with the rule: build on them for what they cover, pick from the catalogue for the rest. 0 credits.
project_idRequired- gkp_…
gripforge_gamekit_installAdd a brick to a project (the agent decides, no confirmation): latest version, dependencies added automatically. Two bricks handling the same thing are a same-scene overlap (one active per scene), not a game-level conflict. legacy.* kits go through gripforge_kit. 0 credits.
gripforge_gamekit_installAdd a brick to a project (the agent decides, no confirmation): latest version, dependencies added automatically. Two bricks handling the same thing are a same-scene overlap (one active per scene), not a game-level conflict. legacy.* kits go through gripforge_kit. 0 credits.
project_idRequired- gkp_…
idRequired- Kit id
configOptional- Initial config (validated against configSchema)
dry_runOptional- true → plan only, nothing written
allow_plannedOptional- Accept planned 0.x kits
reasonOptional- One sentence, kept in the project history
gripforge_gamekit_removeUninstall a kit (one the user installed, or a default kit ui.menu / input.remap / settings.graphics / ui.prompts / ui.endscreen / save.persistence / audio.core / i18n.text / ui.theme, only when the user asks; ui.endscreen needs ui.menu). 409 kit_in_use while other kits require it; force removes anyway, prune also drops orphaned dependencies. Returns { removed[], project }. 0 credits.
gripforge_gamekit_removeUninstall a kit (one the user installed, or a default kit ui.menu / input.remap / settings.graphics / ui.prompts / ui.endscreen / save.persistence / audio.core / i18n.text / ui.theme, only when the user asks; ui.endscreen needs ui.menu). 409 kit_in_use while other kits require it; force removes anyway, prune also drops orphaned dependencies. Returns { removed[], project }. 0 credits.
project_idRequired- gkp_…
idRequired- Kit id
forceOptional- Remove even with dependents
pruneOptional- Also remove unused dependencies
reasonOptional- One sentence, kept in the project history
gripforge_gamekit_configureMerge config values (validated against the kit schema) or toggle enabled without uninstalling. Returns { kit, project } with the new revision. 0 credits.
gripforge_gamekit_configureMerge config values (validated against the kit schema) or toggle enabled without uninstalling. Returns { kit, project } with the new revision. 0 credits.
project_idRequired- gkp_…
idRequired- Installed kit id
configOptional- Partial config to merge
enabledOptional- false disables at runtime
reasonOptional- One sentence, kept in the project history
gripforge_gamekit_dependenciesDependency graph: nodes (kits, version, provides, requires), edges by capability, same-scene overlaps, unresolved. project_id → installed graph; id alone → the catalogue kit manifest tree. 0 credits.
gripforge_gamekit_dependenciesDependency graph: nodes (kits, version, provides, requires), edges by capability, same-scene overlaps, unresolved. project_id → installed graph; id alone → the catalogue kit manifest tree. 0 credits.
project_idOptional- gkp_… (default: latest project)
idOptional- Kit id instead of a project
gripforge_gamekit_updateProjects follow the latest kit versions automatically (on open in the studio); this does it now. Dry-run by default: plan (from / to, migrations). apply=true applies it; a migration with auto=false is a task for the agent. Omit id to check every installed kit. 0 credits.
gripforge_gamekit_updateProjects follow the latest kit versions automatically (on open in the studio); this does it now. Dry-run by default: plan (from / to, migrations). apply=true applies it; a migration with auto=false is a task for the agent. Omit id to check every installed kit. 0 credits.
project_idRequired- gkp_…
idOptional- Installed kit id (default: all)
applyOptional- true → apply
gripforge_gamekit_deliverDeliver kits (or a project’s kits) into an engine: Godot addon + files under gripforge/kits/<kit>/, Unity UPM package + C#, Unreal plugins (recipes for kits without an engine delivery), web native; always the latest version, a project’s local kit copy delivered in place. dry_run first: plan (add / keep / modify / delete / conflict, dependencies, post-install) without charge. Then the bundle: write bundle.files following plan.actions (backup, write, writeBin, delete, writeLock) — the hosted endpoint cannot write into your project. npm client only: gripforge_gamekit_deliver_local { project_dir } executes the actions with backups and verifies with GODOT_BIN; gripforge_gamekit_rollback_local { project_dir } undoes it. First delivery of a kit major to an engine: 1 credit per workspace; re-deliveries, updates within a major, dry runs and web are free.
gripforge_gamekit_deliverDeliver kits (or a project’s kits) into an engine: Godot addon + files under gripforge/kits/<kit>/, Unity UPM package + C#, Unreal plugins (recipes for kits without an engine delivery), web native; always the latest version, a project’s local kit copy delivered in place. dry_run first: plan (add / keep / modify / delete / conflict, dependencies, post-install) without charge. Then the bundle: write bundle.files following plan.actions (backup, write, writeBin, delete, writeLock) — the hosted endpoint cannot write into your project. npm client only: gripforge_gamekit_deliver_local { project_dir } executes the actions with backups and verifies with GODOT_BIN; gripforge_gamekit_rollback_local { project_dir } undoes it. First delivery of a kit major to an engine: 1 credit per workspace; re-deliveries, updates within a major, dry runs and web are free.
targetRequired- godot | unity | unreal | web
kitsOptional- [{ id, config?, bindings? }] (≤ 16, always the latest version)
project_idOptional- gkp_… — deliver its enabled kits when kits is omitted
modeOptional- install (default) | update | uninstall
project_stateOptional- { engineVersion, lock, files: { path: sha256 } }
dry_runOptional- true → plan only, free
forceOptional- Back up then overwrite edited files
gripforge_game_capabilitiesWhat a project provides, what is missing for a goal (preset id or capability list) and which kits fill each gap. Call before install. 0 credits.
gripforge_game_capabilitiesWhat a project provides, what is missing for a goal (preset id or capability list) and which kits fill each gap. Call before install. 0 credits.
project_idRequired- gkp_…
goalOptional- Preset id or cap1,cap2 (default: project preset)
gripforge_game_projectProjects (gkp_…) hold installed kits, lockfile, asset bindings and data collections. list · create (name + preset or kits; every new project also gets the default kits ui.menu, input.remap, settings.graphics, ui.prompts, ui.endscreen, save.persistence, audio.core, i18n.text and ui.theme — present by default, remove them only if the user asks) · get (ProjectDetail with playUrl) · bind (slot → lib_… | null) · data (read, upsert / remove documents, replace) · delete (confirm=true). 0 credits.
gripforge_game_projectProjects (gkp_…) hold installed kits, lockfile, asset bindings and data collections. list · create (name + preset or kits; every new project also gets the default kits ui.menu, input.remap, settings.graphics, ui.prompts, ui.endscreen, save.persistence, audio.core, i18n.text and ui.theme — present by default, remove them only if the user asks) · get (ProjectDetail with playUrl) · bind (slot → lib_… | null) · data (read, upsert / remove documents, replace) · delete (confirm=true). 0 credits.
actionRequired- list | create | get | bind | data | delete
project_idOptional- Required for get, bind, data, delete
nameOptional- create: project name
presetOptional- create: preset id
kitsOptional- create: { "vehicle.driveable": true }
targetOptional- create: web | godot | unity | unreal
bindingsOptional- bind: { slot: lib_… | null }
collectionOptional- data: collection name
documentsOptional- data: documents to upsert
removeOptional- data: document ids to remove
replaceOptional- data: replace the whole collection
confirmOptional- delete: must be true
gripforge_game_play_urlBrowser play URL of the project’s current revision, from its bundle. Returns { url, absolute }. 0 credits.
gripforge_game_play_urlBrowser play URL of the project’s current revision, from its bundle. Returns { url, absolute }. 0 credits.
project_idRequired- gkp_…
gripforge_moba_mapGenerate, dress, validate and set a MOBA map. Reusable finishes include jungle plateaus, raised river banks and fords, terraced bases, walkable stairs, carved architecture, clustered forests and stone guardians. Lane layout and camera are preserved; shared terrain heights and masonry collisions follow relief. Bound Library assets take precedence. 0 credits.
gripforge_moba_mapGenerate, dress, validate and set a MOBA map. Reusable finishes include jungle plateaus, raised river banks and fords, terraced bases, walkable stairs, carved architecture, clustered forests and stone guardians. Lane layout and camera are preserved; shared terrain heights and masonry collisions follow relief. Bound Library assets take precedence. 0 credits.
project_idRequired- gkp_…
actionOptional- get | generate | dress | validate | set
styleOptional- { theme: sanctum | wildwood | ashen, detail: low | medium | high, seed: integer, relief: landscape | terraced | flat }. Default relief: landscape. New maps: sanctum / high / 11.
lanesOptional- generate: 1–5
dividerOptional- river | chasm | lava | void | none
applyOptional- generate / dress: save the result (default: preview)
mapOptional- validate / set: a map document
gripforge_ability_vfxA cast effect written and bound for every ability of a project without one (shape, range and colour from the ability). Needs fx.ability_vfx. 0 credits.
gripforge_ability_vfxA cast effect written and bound for every ability of a project without one (shape, range and colour from the ability). Needs fx.ability_vfx. 0 credits.
project_idRequired- gkp_…
replaceOptional- rewrite existing effects
abilitiesOptional- only these ability ids
gripforge_moba_rosterChampions with an ability pack → the roster of a moba project: moba_heroes and abilities collections, moba_hero_<n> and player_character bindings. 0 credits.
gripforge_moba_rosterChampions with an ability pack → the roster of a moba project: moba_heroes and abilities collections, moba_hero_<n> and player_character bindings. 0 credits.
project_idRequired- gkp_… (preset moba)
heroesRequired- 1–10 lib_… champions with an ability pack
playerOptional- the player’s champion (default the first)
gripforge_terrain_map_useA terrain studio map (or a scene terrain) → the world of a game with world.terrain: baked once into a file bound to terrain_map (heights, ground roles, water, vegetation, roads, spawn points), reference kept in terrain_maps. 0 credits.
gripforge_terrain_map_useA terrain studio map (or a scene terrain) → the world of a game with world.terrain: baked once into a file bound to terrain_map (heights, ground roles, water, vegetation, roads, spawn points), reference kept in terrain_maps. 0 credits.
project_idRequired- gkp_… (with world.terrain installed)
mapOptional- terrain studio map id (lvl_…)
sceneOptional- scene id, instead of map
terrainOptional- terrain node id of the scene (default the first)
Generate16
gripforge_generate_characterCREATE a T-pose auto-rigged character or enemy. For knives/guns use gripforge_generate_weapon. 10 credits.
gripforge_generate_characterCREATE a T-pose auto-rigged character or enemy. For knives/guns use gripforge_generate_weapon. 10 credits.
promptRequired- Description. "Devil May Cry like enemy" → kind=enemy
providerOptional- tripo | meshy (default tripo)
nameOptional- Library item name
kindOptional- character | enemy
gripforge_generate_weaponCREATE a weapon GLB (knife, gun, sword) into Library as kind=weapon. Default Meshy, no T-pose, no rig. polycount default 4000. 10 credits. Do not write one-off Meshy scripts.
gripforge_generate_weaponCREATE a weapon GLB (knife, gun, sword) into Library as kind=weapon. Default Meshy, no T-pose, no rig. polycount default 4000. 10 credits. Do not write one-off Meshy scripts.
promptRequired- e.g. CS2 default CT combat knife, silver blade, black grip
nameOptional- Library name
polycountOptional- Target triangles (default 4000)
styleOptional- melee | gun | shield | staff (inferred if omitted)
providerOptional- meshy (default) | tripo
gripforge_generate_weapon_catalogCreate 1–64 static PBR weapon assets using the shared Meshy fabrication pipeline. Free plan returns the aggregate quote and plan_hash. Build requires that hash, a covering budget and an idempotency key. One persistent job, two fabrication lanes, separate model checkpoints and charges. No automatic publication, animations or visual validation.
gripforge_generate_weapon_catalogCreate 1–64 static PBR weapon assets using the shared Meshy fabrication pipeline. Free plan returns the aggregate quote and plan_hash. Build requires that hash, a covering budget and an idempotency key. One persistent job, two fabrication lanes, separate model checkpoints and charges. No automatic publication, animations or visual validation.
stageRequired- plan | build
entriesRequired- 1–64 unique {key,name,prompt,subtype,style?,polycount?,tags?}; 500–20,000 triangles each
plan_hashOptional- Required for build; returned by plan
budgetOptional- Required for build: {credits:N} or {usd:N}, in the quoted currency
idempotency_keyOptional- Required for build. Poll generation_read; result.items contains all asset and Studio links
gripforge_creature_rig_schemaRead the reusable creature rig/anatomy contract, coordinate system, limits and persistent workflow. Blender manufactures; Character Studio renders the result for review.
gripforge_creature_rig_schemaRead the reusable creature rig/anatomy contract, coordinate system, limits and persistent workflow. Blender manufactures; Character Studio renders the result for review.
No specific parameters documented for this tool.
gripforge_architecture_schemaRead the Meshy building/district recipe, example, limits and free plan → paid build workflow. Shared Scene Engine and immutable Library assets.
gripforge_architecture_schemaRead the Meshy building/district recipe, example, limits and free plan → paid build workflow. Shared Scene Engine and immutable Library assets.
No specific parameters documented for this tool.
gripforge_generate_buildingPlan → concept → review → Meshy exterior. Optional 2K concepts: alternate camera views edit the same master and are saved in your workspace. Review them before Meshy multi-image reconstruction, with configurable PBR quality and proportional metric fitting. Persistent jobs retain finished views/models; results include Library/Studio links and remain private work versions. No guaranteed interiors, doors or collisions.
gripforge_generate_buildingPlan → concept → review → Meshy exterior. Optional 2K concepts: alternate camera views edit the same master and are saved in your workspace. Review them before Meshy multi-image reconstruction, with configurable PBR quality and proportional metric fitting. Persistent jobs retain finished views/models; results include Library/Studio links and remain private work versions. No guaranteed interiors, doors or collisions.
recipeRequired- prompt, name, style, look (stylized|painted|toon|anime|realistic|lowpoly|pixel), use, floors, dimensions in metres, roof, polycount; optional concept, concepts:[1–4 views], source, meshQuality:{geometry:standard|2k|4k,texture:2k|4k|8k}. Multi-image geometry supports standard/2k.
stageOptional- plan (free) | concept (images only) | build (3D)
concept_providerOptional- openai (default: GPT Image 2.5 Sunburst high quality) | xai. Pinned per job; no silent fallback.
concept_presentationOptional- scene (default artistic concept in context) | isolated (same building for reconstruction)
concept_referenceOptional- Owned image revision to EDIT into new views. Review scene first, then derive isolated views before Meshy.
concept_viewsOptional- 1–4 unique views starting with front_right, then front_left / rear_right / rear_left. Default one scene view or three isolated views. recipe.concept reuses a master.
budgetOptional- {credits:N} or {usd:N}: use plan.concept_quote for images, plan.quote for 3D
workspace_idOptional- Authorized workspace
idempotency_keyOptional- Reuse the same persistent request; poll/cancel/retry with generation tools
gripforge_environment_moduleFree reusable 3D environment modules: masonry, rocks, cliffs, ruins, bridges, watchtowers, shrines and stone guardians. inspect returns generated bounds and assembly sockets; build saves a private textured GLB. Independent of MOBA projects; no automatic binding or publication.
gripforge_environment_moduleFree reusable 3D environment modules: masonry, rocks, cliffs, ruins, bridges, watchtowers, shrines and stone guardians. inspect returns generated bounds and assembly sockets; build saves a private textured GLB. Independent of MOBA projects; no automatic binding or publication.
recipeRequired- module: pillar | arch | fountain | stairs | wall | pavement | rock | cliff | ruin | bridge | watchtower | shrine | guardian; optional width/height/depth in metres, seed and palette:{stone,recess,trim,water} as hex colours. Pavement only: pattern radial | botanical (leaf rosette inlay).
stageOptional- inspect (default) | build
nameOptional- Library asset name
workspace_idOptional- Authorized workspace
gripforge_generate_districtCompose a straight-street district from 1–8 Meshy building definitions and 1–4 repetitions. Manufacture each model once; create separate editable instances, road, pavements, spawn, daylight and camera. Optional owned road/sidewalk PBR maps; otherwise solid materials. Free layout/quote first, explicit paid build, durable partial results and Map Studio link. No automatic game replacement or publication.
gripforge_generate_districtCompose a straight-street district from 1–8 Meshy building definitions and 1–4 repetitions. Manufacture each model once; create separate editable instances, road, pavements, spawn, daylight and camera. Optional owned road/sidewalk PBR maps; otherwise solid materials. Free layout/quote first, explicit paid build, durable partial results and Map Studio link. No automatic game replacement or publication.
recipeRequired- name, buildings:[building recipes with distinct ids], repetitions, streetWidth, sidewalkWidth, gap, optional materials:{road,sidewalk}
stageOptional- plan (default) | build
budgetOptional- Explicit ceiling in the funding currency returned by plan.quote
workspace_idOptional- Authorized workspace
idempotency_keyOptional- Stable request identity
gripforge_creature_analyzeQueue four-view mesh inspection and anatomical detection for an owned GLB. Returns a job id; generation_read with include_preview=true returns the annotated views, editable joint profile and uncertainties. No fixed humanoid or eight-legged skeleton.
gripforge_creature_analyzeQueue four-view mesh inspection and anatomical detection for an owned GLB. Returns a job id; generation_read with include_preview=true returns the annotated views, editable joint profile and uncertainties. No fixed humanoid or eight-legged skeleton.
source_idRequired- Owned Library GLB id
workspace_idOptional- Authorized workspace
idempotency_keyOptional- Reuse the same persistent request
gripforge_creature_rigManufacture a NEW private draft: skeleton, surface-smoothed weights, starting clips, GLB and editable Blender source. Poll generation_read for the Character Studio link and deformation report. Grounded leg chains receive walk/run with IK. No automatic visual approval, finger/facial rig or finished combat choreography. 0 GripForge credits; storage quota applies.
gripforge_creature_rigManufacture a NEW private draft: skeleton, surface-smoothed weights, starting clips, GLB and editable Blender source. Poll generation_read for the Character Studio link and deformation report. Grounded leg chains receive walk/run with IK. No automatic visual approval, finger/facial rig or finished combat choreography. 0 GripForge credits; storage quota applies.
analysis_jobRequired- Completed creature anatomy job from this workspace
profileOptional- Corrected anatomy in the returned source coordinate system
reviewed_anatomyRequired- True after inspecting/correcting the anatomy skeleton overlay
allow_rerigOptional- Explicitly create a separate copy if the source already has bones
gripforge_abilitiesReusable skills for players, enemies and bosses. Validate a shared pack and export executable Three.js, Godot, Unity or Unreal adapters: costs, cooldowns, conditions, targeting, windup/active/recovery and animation/VFX/audio cues. Uses the existing web combat system. Native exports need the game combat backend and presentation bindings; rigging and asset generation are separate. 0 credits.
gripforge_abilitiesReusable skills for players, enemies and bosses. Validate a shared pack and export executable Three.js, Godot, Unity or Unreal adapters: costs, cooldowns, conditions, targeting, windup/active/recovery and animation/VFX/audio cues. Uses the existing web combat system. Native exports need the game combat backend and presentation bindings; rigging and asset generation are separate. 0 credits.
actionRequired- schema | example | validate | export
packOptional- Ability pack returned by example or authored against schema; required for validate/export
targetOptional- export: threejs | godot | unity | unreal | all. Returns relative paths and file contents.
model_assetOptional- example: Library model id to associate with the Chrono Crab ability pack
gripforge_bossBoss configuration: stats, phases, attacks, arena and engine integration snippets. 0 credits for the kit. Reuses a Library mesh; generate=true forges a new enemy. Rigging, suitable clips and target-engine integration remain separate. Use gripforge_abilities for executable ability orchestration.
gripforge_bossBoss configuration: stats, phases, attacks, arena and engine integration snippets. 0 credits for the kit. Reuses a Library mesh; generate=true forges a new enemy. Rigging, suitable clips and target-engine integration remain separate. Use gripforge_abilities for executable ability orchestration.
promptRequired- e.g. devil may cry like phantom boss
roleOptional- mini | mid | final (inferred from the prompt)
character_idOptional- lib_… enemy / character / bind — 0 credits
generateOptional- Forge a new enemy mesh (10 credits). Skip if locker already has one.
nameOptional- Boss display name
providerOptional- tripo | meshy (generate only)
out_dirOptional- Write boss.json + snippets (npm)
gripforge_concept_correctCorrect 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.
gripforge_concept_correctCorrect 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 direction
nameOptional- Library name
gripforge_hudSurvivor HUD kit: hud.json + cartoon PNGs + Godot .tscn + Three / Unity / Unreal snippets. npm writes out_dir (default ./gripforge-hud). 1 credit.
gripforge_hudSurvivor HUD kit: hud.json + cartoon PNGs + Godot .tscn + Three / Unity / Unreal snippets. npm writes out_dir (default ./gripforge-hud). 1 credit.
presetOptional- survivor (default)
health_typeOptional- hearts | bar
health_maxOptional- 1–20 (default 5)
health_styleOptional- Built-in skin, or custom:<slug> from hud_bar
currenciesOptional- default ["gem","mushroom","drop"]
minimapOptional- default false
portraitOptional- default true
out_dirOptional- npm: write folder (default ./gripforge-hud)
gripforge_hud_barForge an original themed health-bar frame+fill PNG pair (genre/materials, not a specific game). npm writes PNGs to out_dir. 2 credits.
gripforge_hud_barForge an original themed health-bar frame+fill PNG pair (genre/materials, not a specific game). npm writes PNGs to out_dir. 2 credits.
themeRequired- e.g. gothic demon-hunter, baroque metal
colorsOptional- Fill gradient [light, mid, dark] hex
nameOptional- Slug for Library items
out_dirOptional- npm: write PNGs (default ./gripforge-hud)
gripforge_capeCape rig: 3-column bone grid on neck/spine, skins the cape, bakes attached_cape.glb + Godot spring / Three verlet snippets. npm writes out_dir. 1 credit.
gripforge_capeCape rig: 3-column bone grid on neck/spine, skins the cape, bakes attached_cape.glb + Godot spring / Three verlet snippets. npm writes out_dir. 1 credit.
character_id / character_urlRequired- Rigged character
cape_id / cape_urlRequired- Cape mesh
columnsOptional- Bone columns (default 3)
rowsOptional- Rows below anchor (default 5)
saveOptional- Save attached_cape.glb to Library (default true)
out_dirOptional- npm: write bind + scripts + GLB (default ./gripforge-cape)
Attach & combat6
gripforge_attachAuto 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.
gripforge_attachAuto 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 character
prop_path / prop_url / prop_idRequired- Prop mesh — local path, https URL, or Library id
prop_id_2 / prop_path_2 / prop_url_2Optional- Second held item (off-hand) attached after the first
styleOptional- melee | gun | shield | staff
handOptional- right | left
height_ratioOptional- Prop size as fraction of body height
fistOptional- Fist closing amount, 0 open → 1 closed
export_glbOptional- Bake character + fist + prop into attached.glb (mitten rigs)
out_dirOptional- Write bind.json + snippets to this folder (npm)
gripforge_loadoutMulti-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.
gripforge_loadoutMulti-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 id
setsRequired- { "sword": [{prop_id}], "guns": [{prop_id, hand, style}, …] }
default / default_setOptional- Set visible by default (first set otherwise)
archetypeOptional- sword | claws | heavy | brawler | puppet
animateOptional- Also retarget the standard clip pack (default true)
nameOptional- Library name
out_dirOptional- Write loadout.glb + manifest.json (npm)
gripforge_rest_poseLower arms against this mesh until they would clip. Saves arms-down rest (weapons stay in the hands on an armed bind). 0 credits.
gripforge_rest_poseLower 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 bind
gripforge_hitboxBody capsules + weapons[] (one reach capsule per gf_prop_ wrapper) from a character, armed bind or loadout. Use weapons[] for dual-wield. 0 credits.
gripforge_hitboxBody 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 | enemy
attach_idOptional- armed bind
idOptional- loadout / bind / character
gripforge_vehicle_orientYaw so a kart/vehicle GLB nose is local +Z (Meshy often faces +X). Then heading = yawToward(track tangent). Returns meshYaw + Three.js / Godot snippets. 0 credits.
gripforge_vehicle_orientYaw so a kart/vehicle GLB nose is local +Z (Meshy often faces +X). Then heading = yawToward(track tangent). Returns meshYaw + Three.js / Godot snippets. 0 credits.
idOptional- Library kart/vehicle GLB
prop_idOptional- same as id
gripforge_formatsList supported mesh formats, styles, and hands. Also reports npm client version vs latest.
gripforge_formatsList supported mesh formats, styles, and hands. Also reports npm client version vs latest.
No specific parameters documented for this tool.
Animation2
gripforge_animateRetarget 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.
gripforge_animateRetarget 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 bind
archetypeOptional- sword | claws | heavy | brawler | puppet
slotsOptional- Subset of idle walk run attack1-3 hit death dodge + extras
nameOptional- Library name
gripforge_retargetConvert a clip from skeleton A onto skeleton B. Saves kind=animation.
gripforge_retargetConvert a clip from skeleton A onto skeleton B. Saves kind=animation.
source_idRequired- GLB with clips
target_idRequired- Character to drive
clipOptional- Clip name (default first)
Dedicated servers10
gripforge_server_listList dedicated game servers in the workspace. Same Core API as the Server dashboard. 0 extra credits.
gripforge_server_listList dedicated game servers in the workspace. Same Core API as the Server dashboard. 0 extra credits.
No specific parameters documented for this tool.
gripforge_server_getRead one server, instance, engine/networking and integration status.
gripforge_server_getRead one server, instance, engine/networking and integration status.
idRequired- srv_…
gripforge_server_createCreate a Unity/FishNet or Godot/ENet (or custom Docker) server record. Does not start until deploy.
gripforge_server_createCreate a Unity/FishNet or Godot/ENet (or custom Docker) server record. Does not start until deploy.
nameRequired- Display name
engineOptional- unity | unreal | godot | custom
networkingOptional- fishnet | ngo | mirror | custom
maxPlayersOptional- 1–200
demoOptional- Local Docker demo process
gripforge_server_deployStart a Docker instance for the server. Mutating.
gripforge_server_deployStart a Docker instance for the server. Mutating.
idRequired- srv_…
gripforge_server_startStart an existing instance. Mutating.
gripforge_server_startStart an existing instance. Mutating.
idRequired- srv_…
gripforge_server_stopStop the instance. Mutating.
gripforge_server_stopStop the instance. Mutating.
idRequired- srv_…
gripforge_server_restartRestart the instance. Mutating.
gripforge_server_restartRestart the instance. Mutating.
idRequired- srv_…
gripforge_server_logsRuntime stdout/stderr (Docker logs). Not stored in SQL.
gripforge_server_logsRuntime stdout/stderr (Docker logs). Not stored in SQL.
idRequired- srv_…
tailOptional- Line count, default 200
gripforge_server_metricsCPU, memory, network counters from the runtime provider.
gripforge_server_metricsCPU, memory, network counters from the runtime provider.
idRequired- srv_…
gripforge_server_deleteHIGH IMPACT. Owner only. Requires confirm=true.
gripforge_server_deleteHIGH IMPACT. Owner only. Requires confirm=true.
idRequired- srv_…
confirmRequired- Must be true
Server & match5
gripforge_match_kitListen-server match contract: party size, teams, maps, ranked flag, join-by-IP. Write match.json + autoload GfMatch on top of GfNet. GripForge does not host a queue. 0 credits.
gripforge_match_kitListen-server match contract: party size, teams, maps, ranked flag, join-by-IP. Write match.json + autoload GfMatch on top of GfNet. GripForge does not host a queue. 0 credits.
promptRequired- e.g. counter-strike, deathmatch, ranked 5v5
gripforge_net_kitGodot 4 multiplayer (ENet): GfNet autoload host/join/spawn with server-side hit validation, gf_round.gd for the round + bomb, MultiplayerSpawner/Synchronizer wiring. 0 credits.
gripforge_net_kitGodot 4 multiplayer (ENet): GfNet autoload host/join/spawn with server-side hit validation, gf_round.gd for the round + bomb, MultiplayerSpawner/Synchronizer wiring. 0 credits.
promptRequired- e.g. counter-strike, deathmatch, fps
gripforge_performanceDiagnose stutter from measured frame pacing, CPU/GPU work, render counters and network delivery. Reads the latest capture in your workspace (10-minute lifetime, lost on server restart), or analyzes an explicit report without storing it. Returns evidence and recommendations; does not modify or automatically repair a game. Available on the hosted MCP; 0 credits.
gripforge_performanceDiagnose stutter from measured frame pacing, CPU/GPU work, render counters and network delivery. Reads the latest capture in your workspace (10-minute lifetime, lost on server restart), or analyzes an explicit report without storing it. Returns evidence and recommendations; does not modify or automatically repair a game. Available on the hosted MCP; 0 credits.
kit_idOptional- Kit/library id; omitted selects the latest workspace capture
reportOptional- Optional {game, version, viewport:{width,height}, samples:[{fps, frameMs, p95Ms, cpuMs, submitMs, gpuMs, drawCalls, triangles, networkMs, snapshotAgeMs}]}; 1–120 samples. Omit to read an instrumented kit.
gripforge_menu_kitMain menu (host/join/quit) + lobby listing connected peers where only the host starts + in-game HUD reading replicated state. Pairs with net_kit. 0 credits.
gripforge_menu_kitMain menu (host/join/quit) + lobby listing connected peers where only the host starts + in-game HUD reading replicated state. Pairs with net_kit. 0 credits.
promptRequired- e.g. counter-strike, minimal
gripforge_bot_kitNavmesh bots (patrol/hunt/shoot) as server-owned player scenes so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.
gripforge_bot_kitNavmesh bots (patrol/hunt/shoot) as server-owned player scenes so spawner/synchronizer/net-kit damage apply unchanged. 0 credits.
promptRequired- difficulty: easy, normal, hard
Scene, HUD copy, loading15
gripforge_scene_kitLocker props for a game look plus a suggested layout (metres, Y-up). Empty slots → generate that dressing prop.
gripforge_scene_kitLocker props for a game look plus a suggested layout (metres, Y-up). Empty slots → generate that dressing prop.
promptRequired- e.g. devil may cry like
gripforge_light_kitMoon / sun / candle lights + fog + Three.js snippet for a game style, optionally in a rendering look (toon, realistic…). 0 credits. Pair with scene_kit.
gripforge_light_kitMoon / sun / candle lights + fog + Three.js snippet for a game style, optionally in a rendering look (toon, realistic…). 0 credits. Pair with scene_kit.
promptRequired- e.g. devil may cry like
lookOptional- Rendering look, separate from the game style: stylized | painted | toon | anime | realistic | lowpoly | pixel (old values read as aliases). Omit for the style default.
gripforge_fontGoogle-font CSS + exact rank strings (DMC: Cinzel, D–SSS); a look may set the title font. Put letters in HTML — do not rasterize. 0 credits.
gripforge_fontGoogle-font CSS + exact rank strings (DMC: Cinzel, D–SSS); a look may set the title font. Put letters in HTML — do not rasterize. 0 credits.
promptRequired- e.g. devil may cry like
lookOptional- Rendering look, separate from the game style: stylized | painted | toon | anime | realistic | lowpoly | pixel (old values read as aliases). Omit for the style default.
gripforge_input_kitFPS InputMap: move_forward/back/left/right bound to WASD AND arrow keys. Write res://gripforge/input.json, autoload GfInput. Optional third_person returns the shared character-facing function used by Éclat Royale, plus a Three.js example: face movement, retain heading at rest, face look direction when aiming/firing/building. Camera and imported model transforms stay independent. Orientation helper only; existing input mapping, physics and network authority stay with your controller. 0 credits.
gripforge_input_kitFPS InputMap: move_forward/back/left/right bound to WASD AND arrow keys. Write res://gripforge/input.json, autoload GfInput. Optional third_person returns the shared character-facing function used by Éclat Royale, plus a Three.js example: face movement, retain heading at rest, face look direction when aiming/firing/building. Camera and imported model transforms stay independent. Orientation helper only; existing input mapping, physics and network authority stay with your controller. 0 credits.
promptRequired- e.g. fps or third person
third_personOptional- boolean, default false. Returns third_person.source_js (export updateCharacterFacing) and usage_three. Optional persistent fourth argument { velocity, targetYaw } adds bounded turn acceleration and braking. World-space movement, -Z forward, radians, dt in seconds.
gripforge_joystick_kitReady-to-integrate touch/mouse controls for Unreal, Godot, Unity and Three.js. Returns complete source files and setup instructions: movement stick, optional camera stick, continuous holding, radial deadzone and independent fingers. Release/cancel/focus loss resets input. Feeds your existing pawn or movement motor; preserves physics and gamepad bindings. Agent writes the returned files and verifies in the target engine. 0 credits.
gripforge_joystick_kitReady-to-integrate touch/mouse controls for Unreal, Godot, Unity and Three.js. Returns complete source files and setup instructions: movement stick, optional camera stick, continuous holding, radial deadzone and independent fingers. Release/cancel/focus loss resets input. Feeds your existing pawn or movement motor; preserves physics and gamepad bindings. Agent writes the returned files and verifies in the target engine. 0 credits.
targetRequired- unreal | godot | unity | threejs | all
layoutOptional- dual (default) or move
deadzoneOptional- 0–0.5, default 0.15; radial and rescaled
radiusOptional- 32–160 logical pixels, default 72
accentOptional- Hex RGB color, default #ff681f
gripforge_viewmodel_kitCS-style first-person arms + gun under Camera3D/Hold. Write viewmodel.json, gf_viewmodel.gd, clip shader. Mixamo T-pose palms down. Gun is a sibling under Hold, not the world-body hand bone. 0 credits.
gripforge_viewmodel_kitCS-style first-person arms + gun under Camera3D/Hold. Write viewmodel.json, gf_viewmodel.gd, clip shader. Mixamo T-pose palms down. Gun is a sibling under Hold, not the world-body hand bone. 0 credits.
promptRequired- e.g. fps or counter-strike dust2
gripforge_navmeshWalkable XZ AABB + pillar holes for a scene_kit room. JSON clamp, not a baked navmesh. 0 credits.
gripforge_navmeshWalkable XZ AABB + pillar holes for a scene_kit room. JSON clamp, not a baked navmesh. 0 credits.
promptRequired- e.g. devil may cry like
gripforge_loading_pageLoading 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).
gripforge_loading_pageLoading 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 like
character_idOptional- lib_… character / enemy / bind — generate background still (1 credit)
lookOptional- Rendering look, separate from the game style: stylized | painted | toon | anime | realistic | lowpoly | pixel (old values read as aliases). The still is drawn in this look; omit for the style default.
gripforge_map_planFPS/bomb map. Interprets the overhead as a 3D compound: hollow rooms, corniche, A plat + pit, arches/windows, vaulted tunnels, sidewalks. Preview https://gripforge.ai/map-plan?prompt=dust2. Pair with gripforge_map_props + gripforge_map_wires. 0 credits. Not a dungeon — use gripforge_level.
gripforge_map_planFPS/bomb map. Interprets the overhead as a 3D compound: hollow rooms, corniche, A plat + pit, arches/windows, vaulted tunnels, sidewalks. Preview https://gripforge.ai/map-plan?prompt=dust2. Pair with gripforge_map_props + gripforge_map_wires. 0 credits. Not a dungeon — use gripforge_level.
promptRequired- e.g. counter-strike dust2 bomb defusal
gripforge_map_refsOfficial in-game stills for a map (Dust II: A, B, mid, cat, tunnels, T yard). HTTPS Valve CDN links. Reference only — do not rehost, do not send to Meshy. live=1 HEAD-checks. 0 credits.
gripforge_map_refsOfficial in-game stills for a map (Dust II: A, B, mid, cat, tunnels, T yard). HTTPS Valve CDN links. Reference only — do not rehost, do not send to Meshy. live=1 HEAD-checks. 0 credits.
promptRequired- e.g. dust2
liveOptional- HEAD-check URLs
gripforge_map_propsCallout props for an FPS map (xbox, goose, A/B crates, mid/long/B doors, T palms, barrels, cars). Matches locker when tagged. Empty slot → generate that prop. Pair with gripforge_map_plan. 0 credits.
gripforge_map_propsCallout props for an FPS map (xbox, goose, A/B crates, mid/long/B doors, T palms, barrels, cars). Matches locker when tagged. Empty slot → generate that prop. Pair with gripforge_map_plan. 0 credits.
promptRequired- e.g. counter-strike dust2
gripforge_map_wiresSagging electrical cables: spans with two anchors (metres) + sag + strands. Not a Meshy mesh — GfMap tessellates cylinders. Dust II: T yard, cat (shot5a), mid, A. Pair with gripforge_map_plan. 0 credits.
gripforge_map_wiresSagging electrical cables: spans with two anchors (metres) + sag + strands. Not a Meshy mesh — GfMap tessellates cylinders. Dust II: T yard, cat (shot5a), mid, A. Pair with gripforge_map_plan. 0 credits.
promptRequired- e.g. counter-strike dust2
gripforge_map_lookReproduce a still without copying pixels: camera (pos/target/fov) + volume/prop/wire ids. shot=shot21a (A site). Official URL is a LINK only — never rehost, never Meshy image-to-3d. 0 credits.
gripforge_map_lookReproduce a still without copying pixels: camera (pos/target/fov) + volume/prop/wire ids. shot=shot21a (A site). Official URL is a LINK only — never rehost, never Meshy image-to-3d. 0 credits.
promptRequired- e.g. dust2
shotOptional- shot21a | a-site | shot1a | catwalk
gripforge_map_reconstructHierarchical reconstruction: official stills (LINK, classified folders) → MapGraph → greybox (floors/walls/ramps/arches, no props) → zone parts → camera match → dress (original tileable materials + map_props + map_wires). Dust II is Valve IP — greybox benchmark, not a commercial clone. Never Meshy a screenshot, never BSP/VPK. Greybox /map-plan?prompt=dust2&greybox=1 — dressed /map-plan?prompt=dust2. 0 credits.
gripforge_map_reconstructHierarchical reconstruction: official stills (LINK, classified folders) → MapGraph → greybox (floors/walls/ramps/arches, no props) → zone parts → camera match → dress (original tileable materials + map_props + map_wires). Dust II is Valve IP — greybox benchmark, not a commercial clone. Never Meshy a screenshot, never BSP/VPK. Greybox /map-plan?prompt=dust2&greybox=1 — dressed /map-plan?prompt=dust2. 0 credits.
promptRequired- e.g. Reconstruct map: Counter-Strike 2 Dust II
stageOptional- collect | graph | greybox | zone | validate | capture | dress | all
zoneOptional- LONG_A | A_SITE | CATWALK | T_SPAWN | …
gripforge_levelPlan 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.
gripforge_levelPlan 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 boss
seedOptional- Same seed → same layout
combat_roomsOptional- Number of combat rooms
floorsOptional- Number of floors
optional_branchesOptional- Optional side rooms
Textures & shaders4
gripforge_texture_prepPrep 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.
gripforge_texture_prepPrep 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 id
seamlessOptional- 50% wrap + seam blend (default true)
scaleOptional- 1 | 2 | 4
sizeOptional- 1024 | 2048
out_dirOptional- Write the PNG here (npm). Hosted returns the URL only.
nameOptional- Library / file name
gripforge_make_seamlessTurn an image into a tileable texture: 50% wrap + seam cross-fade. Pattern preserved. Hosted MCP. 0 credits.
gripforge_make_seamlessTurn 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 id
sizeOptional- Force power-of-two side: 512, 1024, 2048
bandOptional- Blend band as a fraction of the side (default 0.08)
nameOptional- Library name
gripforge_shadersList the authorized shader catalog mirrored by GripForge. { id, name, engines: godot|unity|three }. Search aliases like slash_reveal. Free.
gripforge_shadersList the authorized shader catalog mirrored by GripForge. { id, name, engines: godot|unity|three }. Search aliases like slash_reveal. Free.
qOptional- Search id / name / alias
typeOptional- canvas_item | spatial | sky | particles | fog
limit / offsetOptional- Pagination (default 50)
gripforge_shader_pullPull 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).
gripforge_shader_pullPull 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 | three
out_dirRequired- Folder to write into (npm). Hosted: suggested path only.
Preview1
gripforge_renderServer PNG preview of a Library GLB (agent can see without a browser).
gripforge_renderServer PNG preview of a Library GLB (agent can see without a browser).
idRequired- lib_…
width / heightOptional- PNG size
Admin VFX3
gripforge_vfx_generateAdmin only. Text or reference image to an editable animated VFX specification. Preview is free. Pass the returned parameters, emitters and generation to gripforge_vfx to save/export (1 credit).
gripforge_vfx_generateAdmin only. Text or reference image to an editable animated VFX specification. Preview is free. Pass the returned parameters, emitters and generation to gripforge_vfx to save/export (1 credit).
presetOptional- slash-trail | slash-steel | slash-fire | slash-ice | slash-nature; supply alone for a deterministic preset without AI
promptOptional- Up to 500 characters; optional with an image
visual_styleOptional- Rendering look of the effect: stylized (default) | painted | toon | anime | realistic | lowpoly | pixel
lookOptional- Rendering look, separate from the game style: stylized | painted | toon | anime | realistic | lowpoly | pixel (old values read as aliases). Same as visual_style.
image_dataOptional- PNG/JPEG/WebP base64 data URI, up to 8 MB
image_idOptional- Owned Library image id, instead of image_data
gripforge_vfxAdmin 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.
gripforge_vfxAdmin 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 omitted
typeOptional- slash | thrust | spin | meteor | beam | swing | claw | charge | shield
styleOptional- energy | metal | magic
lookOptional- beam: toon | solid
colorOptional- Hex color
durationOptional- Seconds (default 0.25)
widthOptional- Ribbon width in metres
out_dirOptional- Write vfx.glb + additive.png + snippets (npm)
gripforge_vfx_previewAdmin only. Evaluate the VFX timeline at time t (t=0 empty). No credits.
gripforge_vfx_previewAdmin only. Evaluate the VFX timeline at time t (t=0 empty). No credits.
bindRequired- Attach bind.json object
tOptional- Seconds (default 0)
typeOptional- Same types as gripforge_vfx
durationOptional- Seconds
Keep track of usage
Estimate an operation before starting a paid generation.
Same workspace, same assets
Your account and selected workspace determine access and usage. The agent can read existing assets and request generation estimates with gripforge_generation_quote.
AI and generation
GripForge AI and paid generations share the active AI subscription limit. When that allowance is exhausted, new generations use available asset credits. Native Codex and Claude Code model usage stays with their provider.
gripforge usageA few useful details
Where does the result go?
Created assets and scenes are saved in the authorized workspace. Tools return asset IDs and, where available, Studio links so you can review and edit the result.
Can the hosted MCP edit my local files?
The hosted server cannot directly access your disk. Your local agent can edit project files and download returned assets with its own permissions. Use the npm integration for tools that explicitly require local files or installed engines.
Do I need Blender?
Only for operations that use a local Blender worker. It prepares assets; the final result should still be reviewed in the target Studio or game engine.
How do I switch agents or resume?
Return to your terminal and run gripforge switch to choose another agent, gripforge resume to resume a session, or gripforge jobs to inspect generation jobs.