Figma Context MCP
Give your coding agent access to your Figma data. Implement designs in any framework in one-shot.
제작자가 쓴 설명(영어 원문)
LLMs can't draw. This MCP can. Pixel art animation toolkit — draw, animate, compose, export.
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.
필요한 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": {
"pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}터미널에서 이 명령어를 실행하세요
claude mcp add pixscii -- npx -y pixscii프로젝트의 .cursor/mcp.json 또는 ~/.cursor/mcp.json에 붙여 넣으세요
{
"mcpServers": {
"pixscii": {
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
프로젝트의 .vscode/mcp.json에 붙여 넣으세요
{
"servers": {
"pixscii": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"pixscii"
]
}
}
}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.
이 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 6일 점검
레지스트리 이름이 GitHub 계정 rxolve 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(0.5.0)은 9일 전 레지스트리에 올라왔어요.
Claude Desktop, Claude Code, Cursor, VS Code처럼 MCP를 지원하는 앱에서 쓸 수 있어요. 내 컴퓨터에 Node.js도 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
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.
제작자의 저장소에서 쓰인 그대로 가져왔어요. PopNx MCP가 검토하거나 보증한 내용이 아니에요. HTML, 이미지, 스크립트는 제거했어요. 링크를 누르면 이 사이트를 벗어나요.
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