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Pose Lab

de hpdkhoaversión 0.7.0i★ –iSe ejecuta en tu computadora
Nombre en el registroio.github.hpdkhoa/poselab-mcp

Instalar

Resumen

Descripción del creador (original en inglés)

Measured spatial answers for posing first-person arms and a rifle in Blender

Los tres pilares de PopNx MCP

Estos tres nunca se combinan en una sola puntuación: las opiniones, las mediciones y la popularidad son cosas distintas.

Qué puedes hacer con él

Todavía no escribimos un resumen sencillo para este. Abajo están los datos que leímos del registro.

  • Conexión: Se ejecuta en tu computadora
  • Transporte: stdio
  • Categoría: Diseño, imágenes y audio

Instalación

Elige la app de IA que usas y copia la configuración.

Antes de instalar

  • Revisiones básicas: 1 de 1 superadas
  • Se ejecuta en tu computadora con los permisos de tu usuario (archivos, red, apps).
  • Debes completar tú: POSELAB_BLENDER, POSELAB_RIGS, POSELAB_OUT

Necesitas

  • PyPIuv de Python instalado (para el comando uvx)

¿Qué app usas?

Elige tu app arriba. La recordamos, así que la próxima vez el botón dirá “Instalar en …”.

Abre Claude Desktop → Settings → Developer → Edit Config y pega esto en claude_desktop_config.json

{
  "mcpServers": {
    "poselab": {
      "command": "uvx",
      "args": [
        "poselab-mcp"
      ],
      "env": {
        "POSELAB_BLENDER": "your-value",
        "POSELAB_RIGS": "your-value",
        "POSELAB_OUT": "your-value"
      }
    }
  }
}

Ejecuta esto en tu terminal

claude mcp add poselab --env POSELAB_BLENDER=your-value --env POSELAB_RIGS=your-value --env POSELAB_OUT=your-value -- uvx poselab-mcp

Completa los valores vacíos antes de ejecutarlo.

Abrir en Cursor

O copia la configuración tú

Pégalo en .cursor/mcp.json de tu proyecto, o en ~/.cursor/mcp.json

{
  "mcpServers": {
    "poselab": {
      "command": "uvx",
      "args": [
        "poselab-mcp"
      ],
      "env": {
        "POSELAB_BLENDER": "your-value",
        "POSELAB_RIGS": "your-value",
        "POSELAB_OUT": "your-value"
      }
    }
  }
}

Tu navegador te pide permiso para abrir la app; luego la app muestra la configuración y te pide confirmar. Los valores de las claves quedan vacíos para que los completes tú.

Abrir en VS Code

O copia la configuración tú

Pégalo en .vscode/mcp.json de tu proyecto

{
  "servers": {
    "poselab": {
      "type": "stdio",
      "command": "uvx",
      "args": [
        "poselab-mcp"
      ],
      "env": {
        "POSELAB_BLENDER": "your-value",
        "POSELAB_RIGS": "your-value",
        "POSELAB_OUT": "your-value"
      }
    }
  }
}

Tu navegador te pide permiso para abrir la app; luego la app muestra la configuración y te pide confirmar. Los valores de las claves quedan vacíos para que los completes tú.

Este se ejecuta en tu computadora, y ChatGPT solo puede conectarse a servidores en internet. Elige otra app.

Tu elección se guarda en una cookie en este dispositivo; no necesitas cuenta.

Valores que debes completar

  • POSELAB_BLENDER env
    Blender's executable, if it is not on the PATH or in the usual install folder
  • POSELAB_RIGS env
    A rigs.json describing your own FBX rigs; the built-in sample rig needs none
  • POSELAB_OUT env
    The only folder Pose Lab writes to (renders, the worker's log); defaults to ~/.poselab

Esta configuración se genera a partir de la ficha del creador en el registro. Si el README dice otra cosa, sigue el README.

Qué puede hacer

Se ejecuta en tu computadora; la lista de herramientas aparece en tu app de IA después de instalarlo.

Revisiones básicasi

Revisamos información que cualquiera puede ver; no hemos leído el código. Las revisiones que no aplican no se cuentan. · Revisado el 7 nov 2026

  • ✓ Superada

    El creador coincide con el repo

    El nombre en el registro se verificó con la cuenta de GitHub hpdkhoa, dueña del repo

  • … Aún sin revisar

    Sigue en mantenimiento

    Todavía no hemos leído este repo en GitHub

  • … Aún sin revisar

    Tiene licencia

    Todavía no hemos leído este repo en GitHub

  • – No aplica

    El endpoint responde

    Este se ejecuta en tu computadora; no hay endpoint en internet

  • – No aplica

    Inicio de sesión con OAuth

    Se ejecuta en tu computadora y usa ajustes locales en su lugar

  • … Aún sin revisar

    Sin instrucciones ocultas en las descripciones de herramientas

    Se ejecuta en tu computadora; solo podemos leer listas de herramientas de endpoints en internet

Comparado con otros en Diseño, imágenes y audioi

  • Más estrellas que el 0% de los otros 2186 servidores de esta categoría
  • Publicado en el registro más recientemente que el 56% de los otros 2186 servidores de esta categoría
  • Revisiones básicas iguales o mejores que el 100% de los otros 2186 servidores de esta categoría

Comparado con todos los servidores activos de esta categoría en el registro. Las estrellas solo cuentan cuando quien lo publica es dueño del repo.

Preguntas frecuentes

¿Es seguro Pose Lab?

Superó 1 de 1 revisiones básicas aplicables. No hemos leído el código. Antes de agregar una clave o un token, revisa qué acceso pide el servidor y usa una clave que tenga solo los permisos que necesitas.

¿Qué claves o códigos necesita?

El registro no indica ninguna clave obligatoria, aunque algunos servidores te piden iniciar sesión la primera vez que los usas.

¿Se ejecuta en mi computadora o en la nube?

Se ejecuta en tu computadora. Tu app de IA lo inicia cuando hace falta, y los datos no pasan por los servidores del creador (a menos que el propio servidor llame a un servicio en línea).

¿Sigue en mantenimiento?

El repo de GitHub cambió por última vez –, y la última versión (0.7.0) llegó al registro hace 23 días.

¿Qué apps pueden usarlo?

Las apps compatibles con MCP, como Claude Desktop, Claude Code, Cursor y VS Code. También necesitas Python (uv) en tu computadora.

¿Qué puedo usar en su lugar?

En la misma categoría: Figma Context MCP, Claude Real Video, Figma MCP Server

Alternativas

Servidores de la misma categoría hechos por otros creadores, ordenados por estrellas.

Cómo leer una tarjeta:★ Estrellas de GitHubiTres pilares: reseñas · revisiones · usoiActualizado = fecha en que se publicó la última versión en el registroi

Give your coding agent access to your Figma data. Implement designs in any framework in one-shot.

Se ejecuta en tu computadora★ 16.165MITActualizado hace 5 meses
Instalar

Claude Real Video

de HUANGCHIHHUNGLeo

Let any LLM watch a video locally — and search everything it has ever watched.

Se ejecuta en tu computadora★ 2284MITActualizado hace 2 meses
Instalar

The Figma MCP server brings Figma design context directly into your AI workflow.

Se ejecuta en la nube★ 2152Actualizado hace 13 meses
Instalar

README del creador

Abrir el README

Copiado tal cual del repo del creador. PopNx MCP no lo ha revisado ni lo respalda. Se quitaron HTML, imágenes y scripts. Los enlaces llevan fuera de este sitio.

Pose Lab

Measured spatial answers for posing first-person arms and a rifle in Blender.

Models are weak at judging 3D space from pictures: which side of a rifle faces the eye, whether a finger sits inside the receiver, whether any turn of the gun can ever show its ejection port. Pose Lab gives a model numbers instead. It reports positions in named frames and how deep anything clips. It measures how squarely a surface faces the eye and what the eye can see. Its solver searches rifle moves against goals and reports which goals no move can meet. For animation, it scans a clip frame by frame against the same checks and mends what fails.

I built it while hand-making chamber checks for my first-person shooter. One question took me several full Blender runs: can turning the rifle show its ejection port to the eye? With Pose Lab it is one solve call. On my game's AK rig, turning alone met the goal in 0 of 60 samples. That is a fact of the geometry: the eye looks along the barrel. Turning and moving the rifle met each goal on its own, but no sample of 400 met all four goals together. So that check needs a new hand pose, not only a new rifle position. On the built-in sample rig, turning alone also met the port goal in 0 of 60 samples, and turning and moving met every goal in 9 s.

What it gives a model

ToolAnswers
list_rigs, load_rig, describethe rigs, the frames, the sign rules, named points, clips, moving parts
pose_idle, pose_clip, move_part, snapshotput the rig in a pose: a clip at a time, the carrier drawn back, saved poses
move_gunroll, swing, pitch and move the rifle; the hands keep their hold by arm IK
reacha wrist onto a point by arm IK (try elbow poles to clear a forearm)
turn_boneone bone turned about an axis through its head: a finger joint, a wrist, a whole arm
where, distancepositions in a named frame
clearancehow deep the rifle sits inside a forearm, palm or finger, measured to its surface, and where
purposeevery hand works on a target: holds (pinch or wrap), pulls (pinch or hook), presses, rests on or reaches for a part; no finger curled around nothing
anatomyeach arm against the human arm's limits: elbow, wrist and each finger joint, and every rule a pose breaks
griphow each hand touches the rifle: with the palm, not the back of the hand; whether the palm itself holds it; how deep on each side
arm_rangesthe research behind those limits: each joint's AAOS range, its functional range, the value checked, and the sources
faces_eye, visible, screenhow squarely a surface faces the eye, how much of it the eye sees, where it falls on screen
solvesearches rifle moves against goals; reports each goal and how often any sample met it
rendera contact sheet: the player's eye and outside views, each tile labelled as a Blender view
record_clip, load_clipa clip from keyed poses, or from a file: .pose.json, FBX or BVH
scan_clipevery frame against checks; the worst value, when, and the time spans that fail
fix_clipmends what fails and reports the scan before and after, and what no fix can reach
save_clipwrites a clip as .pose.json bone data and as FBX for a game engine
view_coverhow much of the player's view the arms cover: all of it, its lower left and its bottom middle
solve_gripsearches a hand's hold: the palm on a mark along the barrel, the elbow's pole and the hand's roll; keeps holds that grip, clear, keep the arm rules and the view budget
retarget_clipanother rig's clip on this rig, with a hand held on this gun's own hold: shared motion, the gun's own grip
check_setevery check on a clip in one summary for a gate: the worst clearance, the frames that break a rule, the frames a hand lets go
Frames and signs

Every position goes in and comes out in a named frame, so no one has to guess axes:

  • gun: the gun bone as it stands, Unreal-style axes, cm: +X the gun's left, +Y along the barrel, +Z up (the default)
  • arms: the arms' space, Unreal-style axes, cm
  • view: from the eye, cm: +X right, +Y forward, +Z up

Turns use the player's words: roll + turns the gun's right side up, swing + takes the muzzle left, pitch + the muzzle up. Moves (right, forward, up) are in the view.

A hand round its grip touches the rifle on the idle pose already (a finger on the trigger, fingers round the handguard). Call clearance at pose_idle for that baseline, and leave those segments out with ignore wildcards. On the built-in sample the left thumb sits 2.7 cm inside the handguard at idle. clearance measures to the rifle's surface (inside or out by ray parity), so it sees a body part inside a flat face between the mesh's corner points.

Arm rules (anatomy)

A pose can clear the rifle and still be one no human arm can take. anatomy checks each arm against these limits:

JointRule
Shoulderthe elbow stays at least 2 cm below the shoulder while the hand works the gun
Elbowa hinge, bent 5 to 150 degrees: never locked straight
Forearmit carries the hand's roll (the radius turns over the ulna): pronation and supination at most 80 degrees each from thumb up, measured against the elbow's hinge plane
Forearm skinon a rig with forearm twist bones, the roll spreads along the forearm: no single link (the elbow's end, each twist bone, the wrist) rolls more than 50 degrees
Wristno twist of its own; on a rig without twist bones, the hand's twist against the idle grip's at most 30 degrees
Wristwithin 30 degrees of the forearm's line; inside its joint range: flexion 80, extension 70, radial 20, ulnar 30
Fingerseach joint curls only toward the palm: knuckle -30 to 100, middle joint -5 to 110, end joint -10 to 90
Fingerseach finger stays in its own plane: the middle joint at most 15 degrees off its hinge, the end joint at most 25 off the middle joint's plane
Thumbthe knuckle bends -10 to 60 and the end joint -15 to 90, across the palm; the base spreads at most 80 from the index metacarpal and sits at most 20 behind the palm

The wrist and elbow ranges are the AAOS normal values, from the AAOS 1965 table as reprinted in Greene and Heckman 1994. Other tables differ, by 10 to 25 degrees for the fingers and thumb. The 30 degree wrist line, the 5 degree elbow minimum and the elbow under the shoulder are working rules for this game's look of a hand on a gun, not joint limits. The wrist rule is stricter than daily tasks: Ryu 1991 found daily tasks use up to 60 degrees of extension and 40 of ulnar deviation. The finger limits allow 10 more flexion than AAOS at the knuckle and the middle joint; docs/ANATOMY.md says why the defaults stay that way. It gives each joint's standard and functional range, the value checked, and the sources (AAOS; Eaton; Morrey 1981; Palmer 1985; Ryu 1991; Hume 1990; Bain 2015; Soucie 2011). arm_ranges returns the same data to a model.

The anatomy reply lists, for each arm, the elbow's height under the shoulder, the elbow's bend, the wrist's bend split into flexion and radial deviation, the wrist's twist, each finger joint's curl and twist, and bad: every rule the pose breaks. Each rule reads the value as reported: angles to the degree, the elbow's height to 0.1 cm. A rig's limits, finger_limits and thumb_limits entries in rigs.json override any value. solve takes {"type": "anatomy"} as a goal.

move_gun, reach and fix_clip place hands with a turn. They move the hand's twist into the forearm, so the wrist joint only bends: a 60 degree rifle roll with the hands kept reads no wrist twist.

Fix a broken rule by moving the rifle, the grip or the elbow's pole. Do not bend a joint further.

The sample rig's idle grip breaks the wrist rule: the left wrist bends 44 degrees off the forearm and the right 58. fix_clip with an anatomy check brings the left to 29. It leaves the right at 58: every turn that mends it puts the rifle inside the back of the palm, so that hand needs a new grip or elbow, not a wrist turn.

Hand contact (grip)

A hand holds the rifle with its palm and the palm sides of its fingers. clearance is usually run with the palms and fingers left out, since a grip touches the rifle there. That also hides a hand on the wrong side. grip checks the contact itself, for each hand:

RuleDefault
A hand on the rifle faces it with the palm, not the back (palm_faces_rifle above 0)within hold_within_cm 1.0
A hand holding the rifle has its palm on it, not only a fingertip (palm_gap_cm)palm_within_cm 1.5
The rifle stays out of the back of the hand and the back of each fingerback_max_cm 0.1
The palm side may press in a little: the capsules are rounder than a palmpalm_max_cm 1.0

Each finger segment's palm side is the side it curls toward. The thumb's pad faces sideways, so its contacts count toward the palm side's depth only. The reply gives each hand's touching (some part within hold_within_cm), holding (touching, the palm facing the rifle and its surface within palm_within_cm), palm_gap_cm, palm_faces_rifle, palm_contact_cm, back_contact_cm, where the back contact is, and bad. With hold true, a hand that is not holding breaks a rule.

A hand meant to hold a part (a magazine, a grip) must also pinch it: with grasp true, the thumb and a finger must touch it (skin within contact_cm, 0.3) from opposite sides, their directions from its surface at least 180 - 2 atan(friction) degrees apart (127 at friction 0.5). The reply gives grasping, grasp_opposition_deg and digits_touching. A hand resting on the rifle, or one that hooks a handle, is not meant to pinch: leave grasp off. solve takes {"type": "grip"} as a goal and scan_clip as a check. On the sample rig, a hand turned 180 degrees about its forearm fails it. So does the idle grip: the left thumb sits 2.8 cm inside the handguard, the right palm presses 1.2 cm into the pistol grip, and the trigger finger's back sits 0.8 cm inside the trigger guard. The sample stays as it is, so the benchmark's numbers keep their meaning.

Motion: scan and fix clips

scan_clip plays a clip frame by frame and runs checks on each frame. The checks are the solver's goals (clearance, anatomy, grip, faces_eye, visible, on_screen, barrel) and three more:

  • contact: a point of the hand on its mark, such as a fingertip on the charging handle (a, b, max_cm

Solo se muestra el principio; lee el resto en el repo

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