Tool-ArmorPaintMCP
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Tool-ArmorPaintMCPRe-export the sample project with the Unreal preset"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Tool-ArmorPaintMCP
An MCP server that lets an AI assistant batch-drive ArmorPaint — re-export existing projects at different presets, build small procedural materials (checker/solid node graphs built, rendered, and exported in a single pass), inspect an existing project's objects, materials, and layers, edit mesh geometry and UVs (decimate, bevel, subdivide, smooth, duplicate, merge, unwrap) via ArmorPaint's own real mesh-editing algorithms, and run arbitrary minic scripts against a project for anything the purpose-built tools don't cover — without opening the GUI for each pass. Mesh-detail rebaking and swapping texture sets into an existing project are structurally unreachable on this ArmorPaint build (no CLI or scripting path exists for either) and are permanently out of scope — see STATUS.md's Known Issues for the specifics.
Full design (including why v1 deliberately did not patch ArmorPaint's source, unlike the reference implementation it started from) is in docs/superpowers/specs/2026-09-15-armorpaint-mcp-design.md. That stance was later revised narrowly for the 7 mesh/UV tools below — see ROADMAP.md's "Patch policy" and the design spec's Amendment 3 for what changed and, just as importantly, what didn't (rebake/texture-swap remain exactly as out-of-scope as before).
Status
Alpha — v1 tool surface + Phase 5 mesh/UV editing tools shipped. 12
tools total: v1's five (reexport_project, create_procedural_material,
list_available_presets, inspect_project, run_script) plus Phase 5's
seven mesh/UV editing tools (decimate_mesh, bevel_mesh, subdivide_mesh,
smooth_mesh, duplicate_mesh, merge_mesh_geometry, unwrap_mesh_uvs),
all implemented, tested, and gated. See docs/PLAN.md for the
phase plan and STATUS.md for the gate ledger. Live/interactive
"live mode" is deferred, not shipped — see the design spec's "Deferred: live
mode" section.
Related MCP server: substance-painter-mcp
Gallery
Real output from reexport_project, run against the tracked sample project
(tests/fixtures/sample_project.arm — ArmorPaint's own default cube-bevel
primitive + default material, generated headlessly, see
tests/fixtures/generate_fixture.py). The fixture is intentionally blank
(no painted layers), so these are flat, single-color swatches, not textured
renders — the point is the real preset-to-preset difference in what gets
exported, not visual richness. Same project, two export presets:
|
|
|
|
Real procedural output from create_procedural_material — one node graph
built, rendered, and exported in a single ArmorPaint process, on the default
cube-bevel primitive. All four node types below ("checker", "solid",
"noise", "voronoi") are shipped, callable tool inputs, not example-only
imagery — scripts/generate_gallery.py
regenerates all four through the real tool:
Checker | Solid |
|
|
Noise | Voronoi |
|
|
ArmorPaint's material-node scripting surface reaches much further than
these four — 62 node types ship in the engine (paint/sources/nodes_material/),
and today's create_procedural_material can only wire a single node
straight to the output, not compose a real graph. That's the current
ceiling, tracked as open scope, not a platform limit.
Real before/after output from Phase 5's 7 mesh/UV editing tools, each
verified numerically in tests/ (vertex/face-count diffs against an
independent OBJ export) and, here, shown visually for the first time.
Wireframe-over-solid renders via Blender headless, not ArmorPaint itself —
ArmorPaint has no capability to render a picture of a mesh, headless or
GUI, in this build (see
docs/superpowers/specs/2026-09-17-mesh-uv-visual-gallery-design.md).
scripts/generate_mesh_gallery.py
regenerates all 14 images through the real shipped tools.
|
|
|
|
decimate_mesh genuinely reduces vertex/face count (verified in tests/test_decimate_mesh_integration.py), but that reduction isn't visually obvious in this wireframe render — investigating why is folded into the same follow-up as smooth_mesh's flakiness (see STATUS.md Known Issue #4).
|
|
|
|
|
|
|
|
|
|
|
|
smooth_mesh genuinely preserves position here (normals change, not the wireframe) — but be aware this tool is flaky: repeated calls against the identical fixture returned varying vertex counts and, on several runs, degenerate near-zero vertex positions, not just the "changed normals" its own docstring claims. This pair is a verified-clean sample, not proof the tool is reliable — see STATUS.md Known Issue #4.
|
|
|
|
|
|
|
|
|
|
|
|
unwrap_mesh_uvs only rewrites UV texture coordinates — vertex positions and topology never change, so this pair is intentionally identical in a 3D wireframe render. Verified instead by real UV-coordinate diffs in tests/test_unwrap_mesh_uvs_integration.py.
How it works
ArmorPaint ships real CLI automation:
--background (headless), --export-textures/--export-mesh/--export-material
(native batch export), --script <path> (runs a script against the opened
project), and --api (prints the full scripting API reference). v1's five
tools drive those directly against a stock ArmorPaint binary — no source
patching, no custom rebuild.
The escape-hatch tool, run_script, hands the caller's own minic source
straight to --script against an already-open project — for the cases the
purpose-built tools don't cover.
The 7 mesh/UV editing tools (decimate_mesh, bevel_mesh, subdivide_mesh,
smooth_mesh, duplicate_mesh, merge_mesh_geometry, unwrap_mesh_uvs)
are different: ArmorPaint 1.0's mesh-editing algorithms are real and working
but wired to GUI buttons only, not registered in its minic scripting engine.
These 7 tools require AP_BINARY to point at a build carrying a small,
scoped local patch that registers those existing functions for --script
use (one line per function — see ROADMAP.md's "Patch policy"
for the mechanism and rationale). Run ap-mcp --check to confirm your
AP_BINARY carries it; v1's five tools work fine against a stock binary
regardless.
Requirements
Python 3.10+ (developed on 3.13)
Windows is the only platform this targets for now.
An ArmorPaint build on disk. Clone
armory3d/armorpaint(main,--recurse-submodules), runbase\make.batfrompaint\, then buildArmorPaint.vcxproj(Release/x64; needs the VS2022 "C++ Clang Compiler for Windows" component,Microsoft.VisualStudio.Component.VC.Llvm.Clang, not part of the default C++ workload).Build gotcha: MSBuild drops
ArmorPaint.exeinpaint\build\x64\Release\, but it needspaint\build\out\data\(the asset/shader export frommake.bat) next to it or it access-violates on launch with zero log output. Copy the exe intopaint\build\out\and run it from there.
Mesh/UV editing tools need a patched build, additionally. 7 of the 12 shipped tools (
decimate_mesh,bevel_mesh,subdivide_mesh,smooth_mesh,duplicate_mesh,merge_mesh_geometry,unwrap_mesh_uvs-- the Phase 5 tools) requireAP_BINARYto point at a build of the same checkout carrying this project's scoped local minic patch (branchspike/minic-decimate-- see ROADMAP.md's "Patch policy" for the branch, mechanism, and current state). That branch is currently unpushed/local-only, so reproducing the full working setup on a fresh machine means building that branch, not justmain.ap-mcp --checkreports a clear "mesh-edit patch" failure if the connectedAP_BINARYis running stock ArmorPaint -- v1's other five tools work fine against a stock binary regardless.
Install
git clone https://github.com/graysonchalmers/Tool-ArmorPaintMCP.git
cd Tool-ArmorPaintMCP
python -m venv .venv
# Windows: .\.venv\Scripts\activate
pip install -e .
cp .env.example .envThen edit .env:
AP_BINARY=C:\path\to\ArmorPaint\paint\build\out\ArmorPaint.exe
AP_OUTPUT_DIR=C:\path\to\outputCheck your setup
ap-mcp --checkPrints a green/red checklist (binary path, data dir alongside it, output dir
writable) and exits non-zero if anything's missing. ap-mcp --version prints
the version.
Verify
pwsh smoke/smoke.ps1Headless proof the project is alive: package imports, --version and
--help exit 0, and 10 of the 12 shipped tools (reexport_project,
inspect_project, run_script, and the 7 mesh/UV editing tools) each have
their own MCP-registration probe -- 13 probes total (3 base + those 10).
create_procedural_material and list_available_presets are exercised by
the unit/integration tests but don't have their own smoke probe yet. Each
phase adds a probe here.
pytest -q # unit tests (fast, no ArmorPaint process)
pytest -q -m integration # the real one: launches ArmorPaint, needs AP_BINARYThe integration test is deselected by default (addopts in pyproject.toml),
so pytest -q never launches a GUI; -m integration on the command line
replaces that default and runs only the real one.
Connect it to an MCP client
The server speaks MCP over stdio, on PATH as ap-mcp once installed.
{
"mcpServers": {
"armorpaint": {
"command": "ap-mcp",
"env": {
"AP_BINARY": "C:\\path\\to\\ArmorPaint\\paint\\build\\out\\ArmorPaint.exe",
"AP_OUTPUT_DIR": "C:\\path\\to\\output"
}
}
}
}License
MIT (see LICENSE). ArmorPaint retains its own license; this project drives a separate ArmorPaint build and does not modify or redistribute its source.
This server cannot be deployed
Maintenance
Related MCP Connectors
LLM chat, text tools, image generation, editing, batch image jobs, and asynchronous video generation
Cloud Blender for AI agents: scenes, assets, renders, MP4, STL, GLB — over hosted remote MCP.
Control Unreal Engine to browse assets, import content, and manage levels and sequences. Automate…
Generate game-ready 3D models, textures, and audio from natural language, over MCP.
Related MCP Servers
- AlicenseNot gradedqualityAmaintenanceEnables AI agents to control Substance 3D Painter, inspecting projects and exporting texture sets via a secure preset-based tool.MIT
- AlicenseNot gradedqualityBmaintenanceEnables conversational control of Adobe Substance 3D Painter for look-dev iteration, including baking, smart materials, and generator parameter tuning.MIT
- AlicenseNot gradedqualityAmaintenanceEnables AI assistants to create Material Maker node graphs from natural language, validate them against the node catalog, and render them headlessly to PBR texture maps and editable .ptex files.5MIT
- AlicenseBqualityCmaintenanceEnables AI agents to control ArmorPaint for 3D painting workflows, including project and mesh management, material and node editing, layers, masks, painting, baking, cameras, and exports, with viewport captures returned as images.41MIT



















