Figma Context MCP
Give your coding agent access to your Figma data. Implement designs in any framework in one-shot.
Description from the maker (original English)
LLMs can't draw. This MCP can. Pixel art animation toolkit — draw, animate, compose, export.
These three are never merged into one score: opinions, measurements and popularity are different things.
We have not written a plain-language summary for this one yet. Below are the facts we read from the registry.
Pick the AI app you use, then copy the settings.
You need
Which app do you use?
Pick your app above. We remember it, so next time the button says “Install in …”.
Open Claude Desktop → Settings → Developer → Edit Config, and paste this into claude_desktop_config.json
{
"mcpServers": {
"pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}Run this in your terminal
claude mcp add pixscii -- npx -y pixsciiPaste into .cursor/mcp.json in your project, or ~/.cursor/mcp.json
{
"mcpServers": {
"pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}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.
Paste into .vscode/mcp.json in your project
{
"servers": {
"pixscii": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}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.
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These settings are generated from the maker’s registry entry. If the README says otherwise, follow the README.
Runs on your computer; the tool list appears in your AI app after you install it.
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 6, 2026
The registry name was verified with the GitHub account rxolve, which owns the repo
We have not read this repo from GitHub yet
We have not read this repo from GitHub yet
This one runs on your computer; there is no internet endpoint
Runs on your computer and uses local settings instead
Runs on your computer; we can only read tool lists from internet endpoints
Compared with every active server in this category in the registry. Stars count only when the publisher owns the repo.
It passed 1 of 1 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.
The registry does not list a required key, though some servers ask you to sign in on first use.
It runs on your computer. Your AI app starts it when needed, and data does not pass through the maker’s servers (unless it calls an online service itself).
The GitHub repo last changed –, and the latest version (0.5.0) reached the registry 9 days ago.
Apps that support MCP, such as Claude Desktop, Claude Code, Cursor and VS Code. You also need Node.js on your computer.
In the same category: Figma Context MCP, Claude Real Video, Figma MCP Server
Servers in the same category from other makers, sorted by stars.
Reading a card:★ GitHub starsiThree pillars: reviews · checks · usageiUpdated = latest version published to the registryi
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.
Figma’s official server gives AI your design data so it can turn designs into code or describe them accurately. Connects to Figma’s cloud.
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.
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