
GripForge MCP Server認証済み注目
@gripforgeai
基本情報
GripForge MCP Server について
AI でゲームを作るためのツール。プロンプトを本番品質のゲームアセットに変換します。武器を持ったアニメーションキャラクター、シームレステクスチャ、地形、VFX、HUD、そして Unity、Godot、U






GripForge MCP Server の設定
以下の設定を使って、このサーバーを MCP 対応クライアントに追加してください。
{
"mcpServers": {
"gripforge": {
"command": "npx",
"args": [
"-y",
"@gripforgeai/mcp"
],
"env": {
"GRIPFORGE_API_KEY": "gf_..."
}
}
}
}GripForge MCP Server のツール
ツール一覧はまだありません
この掲載には表示できるツール一覧がまだありません。サーバーにツールがないという意味ではありません。対応機能はプロジェクトのドキュメントをご確認ください。
上のボタンで一時的なサンドボックスでこのサーバーを実行し、ツール一覧を取得できます。
概要
What is GripForge MCP?
The tools your AI needs to make your games. Turn prompts into production-ready game assets — animated characters with their weapons attached, seamless textures, terrain, VFX, HUDs — and playable game kits Unity, Godot, Unreal or Three.js can load.
How to use
Hosted — nothing to install. Point any remote-capable MCP client at https://gripforge.ai/mcp
with your API key (create one at https://gripforge.ai/account):
{
"mcpServers": {
"gripforge": {
"url": "https://gripforge.ai/mcp",
"headers": { "x-api-key": "gf_..." }
}
}
}
Claude Code, in one line:
claude mcp add --transport http gripforge https://gripforge.ai/mcp --header "x-api-key: gf_..."
Local, via npm — when the agent must write files into your repository:
{
"mcpServers": {
"gripforge": {
"command": "npx",
"args": ["-y", "@gripforgeai/mcp"],
"env": { "GRIPFORGE_API_KEY": "gf_..." }
}
}
}
Key features
- Characters that move. Describe one, get a rigged T-pose with an animation set — idle, run, attack — re
- Weapons in hand. GripForge finds the hand bone on any rig, scales the prop, closes the fist around thed plus Three.js, Unity and Godot snippets.
- Seamless textures. Tileable material sets from a prompt or from your own image, upscaled without inven
- Terrain and maps. Playable room graphs, top-down shooter layouts with spawns and lanes, greybox recons
- VFX and HUD. Animated effects and interface kits exported for your engine.
- Playable game kits. Assemble modular capabilities — movement, combat, enemies, worlds — into a game that runs in the browser, then bind your own assets to it.
- One Library. Everything generated lands in a locker your engine can pull from, and that your agent can search by look ("Devil May Cry like", "genshin").
Use cases
- "Attach this sword to my knight, right hand, then export the armed GLB." — the agent handles the bone, t get a file that loads.
- "Make me a boss for an ashen underworld, with three phases and an arena." — stats, attacks and engine snippets come back together.
- "Give this floor a mossy cobblestone texture that tiles." — a seamless set, saved to the Library.
- "Build a playable roguelike slice I can try in the browser." — a game kit project with its assets bound, playable from a link.
FAQ
Do I need to install anything? No. The hosted endpoint works from any MCP client that speaks streamable HTTP. The npm package exists for one reason: letting the agent write files directly into your repository.
Which engines are supported? Unity, Godot, Unreal and Three.js — assets come with the binds and snippets each one expects.
How is it billed? Credits, per generation. Reading the Library, animating an existing character, level and map kits cost nothing; generating a character or a weapon costs 10.
Where do my assets live? In your workspace Library. You can pull them into your repository, push your ow community catalog.
Can I use my own concept art? Yes — pass an image and GripForge builds the T-pose sheet from it rather t
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