Figma Context MCP
Give your coding agent access to your Figma data. Implement designs in any framework in one-shot.
Beschreibung vom Entwickler (englisches Original)
LLMs can't draw. This MCP can. Pixel art animation toolkit — draw, animate, compose, export.
Diese drei werden nie zu einer Punktzahl zusammengefasst: Meinungen, Messungen und Beliebtheit sind verschiedene Dinge.
Für diesen Server haben wir noch keine Zusammenfassung in einfacher Sprache geschrieben. Unten stehen die Fakten, die wir aus der Registry gelesen haben.
Wähle die KI-App, die du nutzt, und kopiere die Einstellungen.
Du brauchst
Welche App nutzt du?
Wähle oben deine App. Wir merken sie uns, damit der Button beim nächsten Mal „In … installieren“ anzeigt.
Öffne Claude Desktop → Settings → Developer → Edit Config und füge dies in claude_desktop_config.json ein
{
"mcpServers": {
"pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}Führe das in deinem Terminal aus
claude mcp add pixscii -- npx -y pixsciiIn .cursor/mcp.json in deinem Projekt oder in ~/.cursor/mcp.json einfügen
{
"mcpServers": {
"pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
In .vscode/mcp.json in deinem Projekt einfügen
{
"servers": {
"pixscii": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}Dein Browser fragt, ob er die App öffnen darf, dann zeigt die App die Einstellungen und bittet dich um Bestätigung. Schlüsselwerte bleiben leer, damit du sie selbst einträgst.
Dieser Server läuft auf deinem Computer, und ChatGPT kann sich nur mit Servern im Internet verbinden. Wähle eine andere App.
Deine Auswahl bleibt in einem Cookie auf diesem Gerät; kein Konto nötig.
Diese Einstellungen werden aus dem Registry-Eintrag des Entwicklers erzeugt. Wenn in der README etwas anderes steht, folge der README.
Läuft auf deinem Computer; die Tool-Liste erscheint nach der Installation in deiner KI-App.
Wir prüfen Informationen, die jeder sehen kann; den Code haben wir nicht gelesen. Checks, die nicht zutreffen, werden nicht mitgezählt. · Geprüft am 6. Nov. 2026
Der Registry-Name wurde mit dem GitHub-Konto rxolve bestätigt, dem das Repo gehört
Dieses Repo haben wir noch nicht von GitHub gelesen
Dieses Repo haben wir noch nicht von GitHub gelesen
Dieser Server läuft auf deinem Computer; es gibt keinen Endpunkt im Internet
Läuft auf deinem Computer und nutzt stattdessen lokale Einstellungen
Läuft auf deinem Computer; Tool-Listen können wir nur von Endpunkten im Internet lesen
Verglichen mit allen aktiven Servern dieser Kategorie in der Registry. Sterne zählen nur, wenn dem Herausgeber das Repo gehört.
Er hat 1 von 1 zutreffenden Basischecks bestanden. Den Code haben wir nicht gelesen. Bevor du einen Schlüssel oder Token hinzufügst, sieh nach, welche Zugriffe der Server verlangt, und nutze einen Schlüssel, der nur die Berechtigungen hat, die du brauchst.
Die Registry nennt keinen erforderlichen Schlüssel, manche Server bitten dich aber bei der ersten Nutzung, dich anzumelden.
Er läuft auf deinem Computer. Deine KI-App startet ihn bei Bedarf, und die Daten laufen nicht über die Server des Entwicklers (außer der Server ruft selbst einen Onlinedienst auf).
Das GitHub-Repo wurde zuletzt – geändert, und die neueste Version (0.5.0) kam vor 9 Tagen in die Registry.
Apps, die MCP unterstützen, etwa Claude Desktop, Claude Code, Cursor und VS Code. Außerdem brauchst du Node.js auf deinem Computer.
In derselben Kategorie: Figma Context MCP, Claude Real Video, Figma MCP Server
Server derselben Kategorie von anderen Entwicklern, sortiert nach Sternen.
So liest du eine Karte:★ GitHub-SterneiDrei Säulen: Bewertungen · Checks · NutzungiAktualisiert = neueste Version in der Registry veröffentlichti
Give your coding agent access to your Figma data. Implement designs in any framework in one-shot.
Let any LLM watch a video locally — and search everything it has ever watched.
The Figma MCP server brings Figma design context directly into your AI workflow.
Unverändert aus dem Repo des Entwicklers übernommen. PopNx MCP hat den Inhalt weder geprüft noch empfiehlt es ihn. HTML, Bilder und Skripte wurden entfernt. Links führen von dieser Website weg.
LLMs can't draw. This MCP can. A pixel art animation toolkit for AI agents.
Sister project of artscii. While artscii provides terminal ASCII art, pixscii gives AI agents a full pixel art workbench — generate characters, animate scenes, draw sprites, and export PNGs. Offline, deterministic, zero latency.
animate_scene {
"width": 128, "height": 48, "background": { "tiles": [["tree","grass","grass","sand","stone","wall","wall","door"]] }, "actors": [ { "seed": "hero", "species": "human", "armor": "plate", "weapon": "sword", "motion": "walk", "from": {"x":0,"y":28}, "to": {"x":96,"y":28} }, { "seed": "mage", "species": "elf", "armor": "cloth", "weapon": "staff", "motion": "walk", "from": {"x":-16,"y":30}, "to": {"x":72,"y":30} }, { "seed": "guard", "species": "skeleton", "motion": "idle", "from": {"x":108,"y":28}, "to": {"x":108,"y":28} } ], "frames": 24, "delay": 150 }
One tool call. 3 characters, tiled background, 24 frames. 9ms.
The LLM translates a scene description into structured input. pixscii executes it instantly.
npx pixscii
Or add to your MCP client config:
{
"mcpServers": { "pixscii": { "command": "npx", "args": ["-y", "pixscii"] } } }
| Tool | Description |
|---|---|
animate_scene | Text description → animated scene with characters, background, and motion |
| Tool | Description |
|---|---|
create | New blank canvas with optional fill color |
get | Load a bundled sprite into an editable canvas |
character | Generate a procedural pixel character |
convert | Quantize any image (URL or base64) to pixel art |
search | Browse the sprite library |
creature | Endless symmetric robots, aliens and critters from a mask and a seed, or an asymmetric nebula |
being | A 24×24 person, cat or elf as a baby, an adult or old |
landscape | Generate a landscape from a seed: sky by time of day, sun or moon, stars, clouds, mountains, hills, sea, forest, ground, rain |
| Tool | Description |
|---|---|
pixel | Set individual pixels (batch up to 512) |
line | Bresenham line between two points |
rect | Rectangle — outline or filled |
fill | Flood fill from a point (with leak detection) |
mirror | Mirror left half to right half |
shapes | Draw geometry as crisp pixel art: rect, circle, ellipse, polygon, line, curve, with dithered fills and gradients |
undo | Revert the last drawing operation |
| Tool | Description |
|---|---|
inspect | View the canvas as a hex character grid |
| Tool | Description |
|---|---|
sequence | Animate actors across a scene with per-frame positions |
compose | Layer multiple canvases/sprites into a scene |
tilemap | Build a map from a tile grid |
spritesheet | Stitch frames into a single PNG (horizontal/vertical/grid) |
animate | Animate a sprite with pixel motion (idle, walk, attack...) |
export | Render a canvas to scaled PNG |
| Tool | Description |
|---|---|
palettes | List palettes and their named slots (filter by schema) |
repalette | Switch a canvas to another palette: same schema keeps pixels, others map by slot name or nearest color |
LLMs can't place pixels well, but they write coordinates fine. shapes rasterizes geometry at pixel centers with no anti-aliasing, so every pixel is one palette index. Soft fills come from ordered dithering:
shapes {
"width": 128, "height": 72, "palette": "scene-dusk", "shapes": [ { "type": "rect", "x": 0, "y": 0, "w": 128, "h": 46, "fill": { "gradient": ["sky-top", "sky-mid", "sky-low"] } }, { "type": "circle", "cx": 92, "cy": 40, "r": 9, "fill": "sun" }, { "type": "polygon", "points": [[0,46],[22,26],[40,38],[62,20],[90,42],[128,40],[128,48],[0,48]], "fill": "far" }, { "type": "rect", "x": 0, "y": 46, "w": 128, "h": 26, "fill": { "gradient": ["water", "near"] } }, { "type": "curve", "points": [[34,56],[44,44],[56,56]], "color": "accent" } ] }
Then repalette to scene-sea or scene-night for the same picture in another mood. In code: drawShapes(sprite, shapes, palette).
landscape builds a whole scene from a seed in the scene schema, so one seed is one place you can show in any mood:
landscape { "seed": "harbor-town", "preset": "dusk" }
landscape { "seed": "harbor-town", "preset": "dusk", "palette": "scene-night" } landscape { "seed": "pine-ridge", "time": "dawn", "layers": ["sky", "sun", "mountains", "forest", "ground"] }
Presets match the scene palettes: dawn, home, school, night, sea, storm, window, forest, dusk, stars. Layers: sky (dithered gradient), stars, sun or moon (with a halo, and glitter on water), clouds, mountains (midpoint-displacement ridge), hills (value noise), sea (waves), forest (pines and round trees), ground, rain. Default size 128×72. In code: landscape({ seed, preset }).
creature mirrors a mask filled by the seed (body, maybe-body, empty), drops stray pixels, outlines it, lights it from the top and gives it eyes. Kinds: robot, alien, critter, plus nebula (asymmetric noise cloud with caught stars). being draws a person, cat or elf at a life stage from shapes: babies have big heads and no legs, old people white hair and a cane, old elves a staff, old cats a rounder body and a lowered tail.
creature { "seed": "voyager-7", "kind": "robot" }
being { "species": "elf", "stage": "old", "palette": "scene-forest" }
Both use the scene schema, so they sit on a landscape in the same palette.
Layer 1: animate_scene → full scene in one call (fast path)
Layer 2: sequence/compose → manual frame composition (precise control) Layer 3: pixel/line/rect → individual pixel editing (full control)
Start with animate_scene for a fast draft. Drop to lower layers to refine.
→ animate_scene {
width: 80, height: 40, background: { tiles: [["grass","grass","stone","wall","door","wall"]] }, actors: [{ seed: "hero-girl", species: "human", armor: "cloth", motion: "walk", from: {x:0, y:24}, to: {x:60, y:24} }], frames: 16, delay: 120 } ← 16 frame PNGs + frame_ids
→ spritesheet { frames: [frame_ids], direction: "horizontal" } ← single strip PNG with all 16 frames
Two calls: one to generate, one to assemble. Done.
→ create { width: 16, height: 16, fill: "." }
← canvas_id + hex grid
→ rect { canvas_id, x: 3, y: 5, w: 10, h: 9, color: "1" } → fill { canvas_id, x: 7, y: 7, color: "8" } ← filled: 56 pixels, leaked: false (grid returned — agent verifies)
→ inspect { canvas_id } ← agent reads grid, spots issue, fixes with pixel tool
→ export { canvas_id, scale: 4 } ← 64x64 PNG
Every pixel is one character. The agent reads and writes in the same alphabet:
0-F = PICO-8 palette colors (0=black, 7=white, 8=red, ...)
. = transparent
0123456789ABCDEF 0: ................ 1: .....111111..... 2: .....177771..... 3: .....177771..... 4: ...1111111111... 5: ...1888888881... 6: ...1788888881...
~80 tokens for a full 16x16 sprite. The LLM reads this like source code and reasons about it spatially.
22 sprites across 4 categories:
648 procedural characters: 4 species (human, elf, dwarf, skeleton) x 3 armors x 3 weapons x 3 helms x 6 skin tones.
13 palettes: pico8 (default), grayscale, gameboy, and 10 scene moods (scene-dawn, home, school, night, sea, storm, window, forest, dusk, stars)
The scene palettes share one schema: the same 16 named slots (ink, sky-top, sky-mid, sky-low, sun, cloud, far, mid, near, ground, water, foam, accent, skin, cloth, light). Draw once with those slots, then render with any scene palette to get the same picture in another mood. In code: SCENE.ground, slotIndex(palette, 'water'), remapPalette(sprite, from, to).
6 motion types: idle, walk, attack, hurt, bounce, blink
npx pixscii import sprite.png --id my-sword --category items
npx pixscii export sword --scale 4 --out sword.png
pixscii/coreEverything that draws, composes and renders also runs without Node. pixscii/core has no Node built-ins, no sharp and no MCP:
import { createEmpty, drawRect, registerPalette, getPalette, renderToRGBA } from 'pixscii/core';
registerPalette({ id: 'dusk', name: 'Dusk', colors: [ { index: 0, hex: '#1A1016', name: 'sky' }, { index: 1, hex: '#E88FB0', name: 'sun' }, { index: 2, hex: '#3A2433', name: 'ground' }, ], });
let scene = createEmpty(32, 18, 0); scene = drawRect(scene, 13, 4, 6, 6, 1, true); scene = drawRect(scene, 0, 12, 32, 6, 2, true);
const { width, height, data } = renderToRGBA(scene, getPalette('dusk'), 8); canvas.getContext('2d')!.putImageData(new ImageData(new Uint8ClampedArray(data), width, height), 0, 0);
Bundled sprites, palettes and characters load through an asset source. In Node the MCP server and CLI use the files in sprites/. Elsewhere, pass anything that can read those files:
import { setAssetSource, loadPalettes } from 'pixscii/core';
setAssetSource({ readJSON: (file) => fetch(/pixscii/sprites/${file}).then((r) => r.json()), list: async (dir) => (dir === 'palettes' ? ['pico8.json', 'gameboy.json', 'grayscale.json'] : []), }); await loadPalettes();
npm install
npm run dev # Start MCP server (stdio) npm run build # Compile TypeScript npm test # Run tests
src/core/ pure TypeScript, runs anywhere (exported as pixscii/core) src/node/ sprites/ on disk, PNG encode and image import (sharp), CLI src/mcp/ MCP server and tools
src/core/boundary.test.ts fails if anything in core imports a Node built-in, sharp, MCP or a file outside core.
See ROADMAP.md for where pixscii is going: shapes, procedural landscapes and creatures.
MIT