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PopNx MCPMCP servers for people who use AI · explained in plain words

GripForge

by gripforgeaiversion 0.1.166i★ –iComputer or cloud
Registry nameio.github.gripforgeai/mcp

Install

Overview

Description from the maker (original English)

Turn prompts into production-ready game assets: animated characters, textures, terrain, VFX, HUD.

PopNx MCP’s three pillars

These three are never merged into one score: opinions, measurements and popularity are different things.

What you can do with it

We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.

  • Connection: Computer or cloud
  • Transport: stdio, Streamable HTTP
  • Category: Other
  • You need to fill in: GRIPFORGE_API_KEY, x-api-key

Install

Pick the AI app you use, then copy the settings.

Before you install

  • Basic checks: 2 of 2 passed
  • Runs on the maker’s server: what you ask it goes through their server.
  • You fill in yourself: GRIPFORGE_API_KEY, x-api-key

Values marked secret are keys to your account. Never share them or paste them into a chat.

You need

  • Runs in the cloudNothing to install; it connects over the internet
  • npmNode.js installed (for the npx command)

Which app do you use?

Pick your app above. We remember it, so next time the button says “Install in …”.

This address needs a key in a request header, which the add-connector menu cannot set. Use Claude Code, Cursor or VS Code instead.

Or run it on your computer

Open Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json

{
  "mcpServers": {
    "gripforgeai": {
      "command": "npx",
      "args": [
        "-y",
        "@gripforgeai/mcp"
      ],
      "env": {
        "GRIPFORGE_API_KEY": "your-value"
      }
    }
  }
}

Run this in your terminal

claude mcp add --transport http gripforgeai https://gripforge.ai/mcp --header 'x-api-key: your-value'

Or run it on your computer

claude mcp add gripforgeai --env GRIPFORGE_API_KEY=your-value -- npx -y @gripforgeai/mcp

Fill in the empty values before running it.

Open in Cursor

Or copy the settings yourself

Paste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json

{
  "mcpServers": {
    "gripforgeai": {
      "url": "https://gripforge.ai/mcp",
      "headers": {
        "x-api-key": "your-value"
      }
    }
  }
}

Or run it on your computer

Open in Cursor

Or copy the settings yourself

Paste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json

{
  "mcpServers": {
    "gripforgeai": {
      "command": "npx",
      "args": [
        "-y",
        "@gripforgeai/mcp"
      ],
      "env": {
        "GRIPFORGE_API_KEY": "your-value"
      }
    }
  }
}

Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.

Open in VS Code

Or copy the settings yourself

Paste into .vscode/mcp.json in your project

{
  "servers": {
    "gripforgeai": {
      "type": "http",
      "url": "https://gripforge.ai/mcp",
      "headers": {
        "x-api-key": "your-value"
      }
    }
  }
}

Or run it on your computer

Open in VS Code

Or copy the settings yourself

Paste into .vscode/mcp.json in your project

{
  "servers": {
    "gripforgeai": {
      "type": "stdio",
      "command": "npx",
      "args": [
        "-y",
        "@gripforgeai/mcp"
      ],
      "env": {
        "GRIPFORGE_API_KEY": "your-value"
      }
    }
  }
}

Your browser asks to open the app, then the app shows the settings and asks you to confirm. Key values are left empty for you to fill in.

This address needs a key in a request header, which the add-connector menu cannot set. Use Claude Code, Cursor or VS Code instead.

Your choice stays on this device in a cookie; no account needed.

Values you fill in

  • GRIPFORGE_API_KEY secret required env
    GripForge API key (gf_...) — create one at https://gripforge.ai/account
  • x-api-key secret required HTTP header
    GripForge API key (gf_...) — create one at https://gripforge.ai/account

These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.

What it can do

We have not read this server’s tool list yet; we check endpoints in rotation.

Basic checksi

We check information anyone can see; we have not read the code. Checks that do not apply are left out of the count. · Checked Nov 7, 2026

  • ✓ Pass

    Maker matches the repo

    The registry name was verified with the GitHub account gripforgeai, which owns the repo

  • … Not checked yet

    Still maintained

    We have not read this repo from GitHub yet

  • … Not checked yet

    Has a licence

    We have not read this repo from GitHub yet

  • ✓ Pass

    Endpoint responds

    Responded in 1034 ms (HTTP 200)

  • – Not applicable

    Sign-in with OAuth

    No sign-in needed

  • … Not checked yet

    No hidden instructions in tool descriptions

    Not checked yet; we read the tool list when we check the endpoint

Compared with others in Otheri

  • More stars than 0% of the other 32545 servers in this category
  • Published to the registry more recently than 95% of the other 32545 servers in this category
  • Basic checks equal to or better than 100% of the other 32545 servers in this category

Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.

Common questions

Is GripForge safe?

It passed 2 of 2 applicable basic checks. We have not read the code. Before adding a key or token, see what access the server asks for and use a key with only the permissions you need.

What keys or codes does it need?

You need to fill in: GRIPFORGE_API_KEY, x-api-key

Does it run on my computer or in the cloud?

Either way works: install it on your computer or connect to the cloud version.

Is it still maintained?

The GitHub repo last changed –, and the latest version (0.1.166) reached the registry yesterday.

Which apps can use it?

Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. It connects by URL, so apps that accept remote MCP servers work too, such as ChatGPT in developer mode.

What can I use instead?

In the same category: Spec Driven Development, Remote Desktop Commander, Python MCP

Alternatives

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README from the maker

Open the README

Copied from the maker’s repo as written. PopNx MCP has not reviewed or endorsed it. HTML, images and scripts are removed. Links lead off this site.

@gripforgeai/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.

MCP client for the GripForge API — from Claude Code, Cursor, Windsurf, VS Code or any MCP client.

How to use

Hosted — nothing to install. Point any remote-capable MCP client at https://gripforge.ai/mcp with your API key (create one here):

{

"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 — ready to drop into a scene.
  • Weapons in hand. GripForge finds the hand bone on any rig, scales the prop, closes the fist around the grip, and returns the bind plus Three.js, Unity and Godot snippets.
  • Seamless textures. Tileable material sets from a prompt or from your own image, upscaled without invention.
  • Terrain and maps. Playable room graphs, top-down shooter layouts with spawns and lanes, greybox reconstruction from references.
  • 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, the scale and the fist; you 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 own, and share them with the community catalog.

Can I use my own concept art? Yes — pass an image and GripForge builds the T-pose sheet from it rather than inventing a character.

Hosted endpoint

No Node required — point any remote-capable MCP client at:

https://gripforge.ai/mcp

Auth: x-api-key: gf_... header (or Authorization: Bearer). Assets are passed as URLs (character_url, prop_url) — Tripo/Meshy download links work directly.

// Cursor (.cursor/mcp.json)

{ "mcpServers": { "gripforge": { "url": "https://gripforge.ai/mcp", "headers": { "x-api-key": "gf_..." } } } }

Example

"Attach this sword to my knight, right hand, then export the armed GLB."

The agent calls gripforge_attach with the two asset URLs (or local paths with the npm package); GripForge finds the hand bone, scales the prop to the character's hand, closes the fist around the grip and returns the bind JSON, ready-to-paste Three.js / Unity / Godot snippets, and optionally the armed GLB.

To forge a character from a picture (not from a text prompt), pass concept_item (a Library lib_… T-pose/concept), or with the npm package a local path / file_url. That is Meshy image-to-3D. Without those fields the tool is text-to-3D only.

Install (any MCP client)

Add the server to your client's MCP config (.mcp.json, mcp.json, settings — the shape is the same everywhere):

{

"mcpServers": { "gripforge": { "command": "npx", "args": ["-y", "@gripforgeai/mcp"], "env": { "GRIPFORGE_API_KEY": "gf_..." } } } }

Get an API key at https://gripforge.ai/login — Free: 15 Studio attaches + 3 API/MCP trial attaches / month. Credit packs from €29 (100 credits, never expire).

Install (Grok)

grok mcp add gripforge --env GRIPFORGE_API_KEY=gf_... -- npx -y @gripforgeai/mcp

Or in ~/.grok/config.toml:

[mcp_servers.gripforge]

command = "npx" args = ["-y", "@gripforgeai/mcp"] enabled = true startup_timeout_sec = 45

[mcp_servers.gripforge.env] GRIPFORGE_API_KEY = "gf_..."

Also works with Cursor, Windsurf and any MCP-compatible client — same command / args / env triple.

Tool reference

Hosted HTTP MCP (https://gripforge.ai/mcp) is always current. This npm package writes files into the repo (out_dir), including gripforge_hud, gripforge_hud_bar and gripforge_cape. Hosted-only: gripforge_make_seamless. Full list: https://gripforge.ai/mcp-docs

  • gripforge_style_kit — resolve "Devil May Cry like" / "genshin" to locker ids already tagged with that look. Call this before generating. Reuse the ids.
  • gripforge_generate_character — new T-pose + auto-rig into Library (10 credits). kind=enemy or the word "enemy" in the prompt. Skip this if style_kit already returned a character.
  • gripforge_boss — playable boss kit (stats, phases, attacks, arena, engine snippets). 0 credits. Reuses a locker enemy. generate=true forges a new kind=enemy (10 credits). Then gripforge_animate with the returned archetype.
  • gripforge_concept_correct — concept image → strict T-pose sheet (1 credit).
  • gripforge_attach — character + prop (paths or Library ids) in, bone-local bind + Three.js / Unity / Godot snippets out. Styles: melee, gun, shield, staff (scythe/polearm). attach_id reuses an armed bind as the character; prop_id_2 / prop_path_2 attaches a second held item (off-hand). With export_glb: true (+ out_dir) it also writes attached.glb: the character with the fist closed and the prop attached, textures preserved — use this for mitten-hand rigs, whose closed fist cannot travel in a JSON bind.
  • gripforge_loadout — multi-weapon character in one call (sets + manifest + clips). 1 credit / prop.
  • gripforge_generate_weapon — Meshy weapon GLB into Library (kind=weapon, polycount, style=melee|gun). 10 credits. Not generate_character.
  • gripforge_hud — survivor HUD kit (hud.json + PNGs + .tscn + snippets). Writes out_dir (default ./gripforge-hud). 1 credit.
  • gripforge_hud_bar — original themed health-bar frame+fill PNGs. Writes out_dir. 2 credits.
  • gripforge_cape — cape bone grid + skinned attached_cape.glb + Godot/Three snippets. Writes out_dir (default ./gripforge-cape). 1 credit.
  • gripforge_formats — supported formats & options.
  • gripforge_library_list / get / push / pull / tag — the Library locker. kind=animation|audio is valid. pull writes the mesh and VFX sidecars (tex0..png/json) into the open repo (out_dir, default ./gripforge-library). Saving a bind after attach is not a second credit.
  • gripforge_audio_kit — locker SFX + music for a game look. Free.
  • gripforge_animate — clip pack onto a Mixamo Library char (archetype sword/claws/heavy/brawler/puppet). 0 credits.
  • gripforge_retarget — clip from skeleton A onto skeleton B.
  • gripforge_rest_pose — arms-down rest computed against this mesh (weapons stay on an armed bind).
  • gripforge_render — server PNG preview so the agent can see without a browser.
  • gripforge_scene_kit — locker props + suggested layout for a game look.
  • gripforge_light_kit / gripforge_font / gripforge_navmesh — lights+fog, webfont+ranks, walkable AABB. 0 credits.
  • gripforge_input_kit — FPS InputMap (WASD + arrows). Write input.json, autoload GfInput. Optional third_person: true adds portable character-facing JavaScript and a Three.js integration example; the existing input map is unchanged. 0 credits.
  • gripforge_viewmodel_kit — CS-style FPS arms + gun under Camera3D/Hold. Write viewmodel.json + gf_viewmodel.gd. 0 credits.
  • gripforge_loading_page — overlay html/css/js + Godot/Unity/Unreal. Pass character_id for a 16:9 still (1 credit).
  • gripforge_level — playable room graph from a prompt. 0 credits.
  • gripforge_map_plan — top-down FPS/bomb map (spawns, sites A/B, lanes, walls). Preview: https://gripforge.ai/map-plan?prompt=dust2. 0 credits.
  • gripforge_map_wires — sagging electrical spans (2 anchors + sag), not a cable mesh. Pair with map_plan. 0 credits.
  • gripforge_map_look — still → camera + dressing ids (shot21a A-site). LINK only, never Meshy image-to-3d. 0 credits.
  • gripforge_map_reconstruct — collect → graph → greybox → zone → camera match → dress. Dust II Valve IP: greybox benchmark only, no BSP. stage=dress = original textures + props + wires. 0 credits.
  • gripforge_hitbox — body capsules + weapons[] from a bind or loadout.
  • gripforge_texture_prep — local path or texture_id → seamless blend + faithful lanczos upscale (1×/2×/4×, max 1024 or 2048). Writes the PNG into out_dir and returns the Library albedo URL. Not a generator. No credit.
  • gripforge_vfx_generate — use preset set to slash-trail, slash-steel, slash-fire, slash-ice or slash-nature alone for a ready-to-play recipe without AI; otherwise text/image to an editable animated VFX specification (admin keys). Accepts prompt, visual_style, and either a base64 image_data or an owned Library image_id.
  • gripforge_vfx / gripforge_vfx_preview — save/export and sample VFX (admin keys). Pass generated emitters and generation along with the effect parameters to preserve the generated result.
  • gripforge_shaders — list the authorized shader catalog ({ id, name, engines }). Search q=slash_reveal.
  • gripforge_shader_pull — id + engine (godot|unity|three) + out_dir → write sources into the repo and return an assignment snippet. v1 pull is free.
  • gripforge_performance — analyze measured game FPS, frame timing, CPU/render submission, optional GPU timing and network latency. Retrieve an explicitly shared workspace capture or provide a report directly. 0 credits.
Game Kits (modular)

Composable gameplay kits (vehicle.driveable, mission.objectives, npc.wanted…) installed into a Game Kit project (gkp_…) with dependency resolution, a lockfile and a browser play URL, then delivered into Godot, Unity or Unreal projects. All 0 credits except the first delivery of a kit major version to an engine (1 credit per workspace). Full parameters: https://gripforge.ai/mcp-docs

  • gripforge_gamekit_search — start here: search the catalogue by text, capability, tag or target; with project_id each hit carries its install state.
  • gripforge_gamekit_get — manifest, README, config schema + defaults, versions of one kit (with_usage lists the projects using it).
  • gripforge_gamekit_install — add a kit to a project; manifest dependencies are resolved automatically (dry_run to preview).
  • gripforge_gamekit_remove — uninstall a kit (force past kit_in_use, prune orphan

Only the beginning is shown; read the rest in the repo

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