Figma Context MCP
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제작자가 쓴 설명(영어 원문)
Measured spatial answers for posing first-person arms and a rifle in Blender
이 세 가지는 절대 하나의 점수로 합치지 않아요. 의견, 측정, 인기는 서로 다른 것이니까요.
이 서버는 아직 쉬운 말로 된 요약을 쓰지 못했어요. 아래는 레지스트리에서 읽어 온 사실이에요.
쓰고 있는 AI 앱을 고른 다음 설정을 복사하세요.
POSELAB_BLENDER, POSELAB_RIGS, POSELAB_OUT필요한 것
어떤 앱을 쓰세요?
위에서 앱을 고르세요. 기억해 두었다가 다음부터는 버튼에 “…에 설치”라고 표시해요.
Claude Desktop → Settings → Developer → Edit Config를 열고 claude_desktop_config.json에 이 내용을 붙여 넣으세요
{
"mcpServers": {
"poselab": {
"command": "uvx",
"args": [
"poselab-mcp"
],
"env": {
"POSELAB_BLENDER": "your-value",
"POSELAB_RIGS": "your-value",
"POSELAB_OUT": "your-value"
}
}
}
}터미널에서 이 명령어를 실행하세요
claude mcp add poselab --env POSELAB_BLENDER=your-value --env POSELAB_RIGS=your-value --env POSELAB_OUT=your-value -- uvx poselab-mcp실행하기 전에 빈 값을 채워 주세요.
프로젝트의 .cursor/mcp.json 또는 ~/.cursor/mcp.json에 붙여 넣으세요
{
"mcpServers": {
"poselab": {
"command": "uvx",
"args": [
"poselab-mcp"
],
"env": {
"POSELAB_BLENDER": "your-value",
"POSELAB_RIGS": "your-value",
"POSELAB_OUT": "your-value"
}
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
프로젝트의 .vscode/mcp.json에 붙여 넣으세요
{
"servers": {
"poselab": {
"type": "stdio",
"command": "uvx",
"args": [
"poselab-mcp"
],
"env": {
"POSELAB_BLENDER": "your-value",
"POSELAB_RIGS": "your-value",
"POSELAB_OUT": "your-value"
}
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
이 서버는 내 컴퓨터에서 실행되는데, ChatGPT는 인터넷에 있는 서버에만 연결할 수 있어요. 다른 앱을 고르세요.
선택한 앱은 이 기기의 쿠키에만 저장돼요. 계정은 필요 없어요.
POSELAB_BLENDER envPOSELAB_RIGS envPOSELAB_OUT env이 설정은 제작자의 레지스트리 정보로 만들었어요. README와 다르면 README를 따르세요.
내 컴퓨터에서 실행돼요. 설치하면 AI 앱에 도구 목록이 나타나요.
누구나 볼 수 있는 정보를 점검했고, 코드는 읽지 않았어요. 해당하지 않는 항목은 개수에서 뺐어요. · 2026년 11월 7일 점검
레지스트리 이름이 GitHub 계정 hpdkhoa 기준으로 확인되었고, 이 계정이 저장소를 소유하고 있어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
내 컴퓨터에서 실행되는 서버라 인터넷 엔드포인트가 없어요
내 컴퓨터에서 실행되며, 대신 로컬 설정을 사용해요
내 컴퓨터에서 실행돼요. 도구 목록은 인터넷 엔드포인트가 있는 서버에서만 읽을 수 있어요
레지스트리에서 이 카테고리의 활성 서버 전체와 비교했어요. 스타는 게시자가 저장소를 소유한 경우에만 세요.
해당하는 기본 점검 1개 중 1개를 통과했어요. 코드는 읽지 않았어요. 키나 토큰을 넣기 전에 서버가 어떤 권한을 요구하는지 확인하고, 꼭 필요한 권한만 있는 키를 쓰세요.
레지스트리에 필수 키가 나와 있지 않아요. 다만 처음 쓸 때 로그인을 요구하는 서버도 있어요.
내 컴퓨터에서 실행돼요. AI 앱이 필요할 때 실행하고, 데이터는 제작자의 서버를 거치지 않아요(서버 자체가 온라인 서비스를 호출하는 경우는 제외).
GitHub 저장소는 마지막으로 – 변경됐고, 최신 버전(0.7.0)은 23일 전 레지스트리에 올라왔어요.
Claude Desktop, Claude Code, Cursor, VS Code처럼 MCP를 지원하는 앱에서 쓸 수 있어요. 내 컴퓨터에 Python (uv)도 있어야 해요.
같은 카테고리에는: Figma Context MCP, Claude Real Video, Figma MCP Server
같은 카테고리에서 다른 제작자가 만든 서버예요. 스타 순으로 정렬했어요.
카드 보는 법:★ GitHub 스타i세 기둥: 리뷰 · 점검 · 사용 정도i업데이트 = 최신 버전을 레지스트리에 공개한 날i
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제작자의 저장소에서 쓰인 그대로 가져왔어요. PopNx MCP가 검토하거나 보증한 내용이 아니에요. HTML, 이미지, 스크립트는 제거했어요. 링크를 누르면 이 사이트를 벗어나요.
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.
| Tool | Answers |
|---|---|
list_rigs, load_rig, describe | the rigs, the frames, the sign rules, named points, clips, moving parts |
pose_idle, pose_clip, move_part, snapshot | put the rig in a pose: a clip at a time, the carrier drawn back, saved poses |
move_gun | roll, swing, pitch and move the rifle; the hands keep their hold by arm IK |
reach | a wrist onto a point by arm IK (try elbow poles to clear a forearm) |
turn_bone | one bone turned about an axis through its head: a finger joint, a wrist, a whole arm |
where, distance | positions in a named frame |
clearance | how deep the rifle sits inside a forearm, palm or finger, measured to its surface, and where |
purpose | every 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 |
anatomy | each arm against the human arm's limits: elbow, wrist and each finger joint, and every rule a pose breaks |
grip | how 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_ranges | the research behind those limits: each joint's AAOS range, its functional range, the value checked, and the sources |
faces_eye, visible, screen | how squarely a surface faces the eye, how much of it the eye sees, where it falls on screen |
solve | searches rifle moves against goals; reports each goal and how often any sample met it |
render | a contact sheet: the player's eye and outside views, each tile labelled as a Blender view |
record_clip, load_clip | a clip from keyed poses, or from a file: .pose.json, FBX or BVH |
scan_clip | every frame against checks; the worst value, when, and the time spans that fail |
fix_clip | mends what fails and reports the scan before and after, and what no fix can reach |
save_clip | writes a clip as .pose.json bone data and as FBX for a game engine |
view_cover | how much of the player's view the arms cover: all of it, its lower left and its bottom middle |
solve_grip | searches 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_clip | another rig's clip on this rig, with a hand held on this gun's own hold: shared motion, the gun's own grip |
check_set | every 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 |
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, cmview: from the eye, cm: +X right, +Y forward, +Z upTurns 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.
anatomy)A pose can clear the rifle and still be one no human arm can take. anatomy checks each arm against these limits:
| Joint | Rule |
|---|---|
| Shoulder | the elbow stays at least 2 cm below the shoulder while the hand works the gun |
| Elbow | a hinge, bent 5 to 150 degrees: never locked straight |
| Forearm | it 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 skin | on 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 |
| Wrist | no twist of its own; on a rig without twist bones, the hand's twist against the idle grip's at most 30 degrees |
| Wrist | within 30 degrees of the forearm's line; inside its joint range: flexion 80, extension 70, radial 20, ulnar 30 |
| Fingers | each joint curls only toward the palm: knuckle -30 to 100, middle joint -5 to 110, end joint -10 to 90 |
| Fingers | each 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 |
| Thumb | the 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.
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:
| Rule | Default |
|---|---|
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 finger | back_max_cm 0.1 |
| The palm side may press in a little: the capsules are rounder than a palm | palm_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.
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_cm앞부분만 보여 드려요. 나머지는 저장소에서 읽어 보세요