Skip to main content
Glama

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 + Phase 6 hardening/UV-check/mesh-replace shipped. 14 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) plus Phase 6's two (check_mesh_uvs, replace_mesh), all implemented, tested, and gated. Every tool now returns ok=False (not a silent ok=True against an unedited copy) when a minic script errors — a <script>:N: error: ... line in stdout is treated as a failure, since stdout is capturable on this build. 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: Material Maker MCP

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:

generic preset (separate channels)

unreal preset (packed)

generic preset base color export

unreal preset packed export

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

procedural checker material, base color export

procedural solid material, base color export

Noise

Voronoi

procedural noise material, base color export

procedural voronoi material, base color export

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 — before

decimate_mesh — after

decimate_mesh before

decimate_mesh after

decimate_mesh genuinely reduces vertex/face count (verified in tests/test_decimate_mesh_integration.py). Almost all of the reduction is the fixture's thin bevel strips collapsing, which is only a few pixels wide at this framing (see STATUS.md Known Issue #7).

bevel_mesh — before

bevel_mesh — after

bevel_mesh before

bevel_mesh after

subdivide_mesh — before

subdivide_mesh — after

subdivide_mesh before

subdivide_mesh after

smooth_mesh — before

smooth_mesh — after

smooth_mesh before

smooth_mesh after

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.

duplicate_mesh — before

duplicate_mesh — after

duplicate_mesh before

duplicate_mesh after

merge_mesh_geometry — before

merge_mesh_geometry — after

merge_mesh_geometry before

merge_mesh_geometry after

unwrap_mesh_uvs — before

unwrap_mesh_uvs — after

unwrap_mesh_uvs before

unwrap_mesh_uvs after

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 were wired to GUI buttons only, not registered in its minic scripting engine. This project's one-line-per-function registration patch was merged upstream as armory3d/armorpaint#2139 (ee2f3635, 2026-09-17), so recent upstream builds carry them (see ROADMAP.md's "Patch policy"). Run ap-mcp --check to confirm; v1's five tools work against older builds too.

Phase 6 added two more tools on top of that same foundation, no further ArmorPaint patch needed. check_mesh_uvs(project, allow_udim=False) is a read-only UV validity report: it exports every object's mesh through ArmorPaint and analyzes the UVs entirely in this project's Python layer, making no changes to the project. Per object it flags errors (faces without UVs, UV-degenerate triangles covering more than 0.1% of the 3D surface, UVs outside [0,1] — downgraded to a warning with allow_udim=True) and warnings (overlapping UVs, flipped UV triangles), plus coverage/overlap metrics. replace_mesh(project, old_object, new_mesh, mode="round_trip") swaps one object's mesh for a new file (obj, fbx, glb, gltf, or blend — the last needs ArmorPaint's own Blender path configured in data/config.json) while keeping every layer, every other object, and the replaced object's name, transform, parent, children and material — unlike ArmorPaint's own mesh import, which clears every layer. Because paint lives in UV space, it only carries over unchanged if the new mesh keeps the old UV layout: mode="round_trip" (same asset, edited geometry, UVs kept) enforces a UV-coverage IoU >= 0.95 and >= 85% texel retention; mode="swap" (a genuinely different mesh) reports the same numbers without enforcing them, since paint scrambling is expected. Either mode rejects a replacement mesh with no UVs. Writes go to output_project by default, never project itself, and only after the result verifies.

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), run base\make.bat from paint\, then build ArmorPaint.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.exe in paint\build\x64\Release\, but it needs paint\build\out\data\ (the asset/shader export from make.bat) next to it or it access-violates on launch with zero log output. Copy the exe into paint\build\out\ and run it from there.

  • Mesh/UV editing tools need a recent build. 7 of the 14 shipped tools (decimate_mesh, bevel_mesh, subdivide_mesh, smooth_mesh, duplicate_mesh, merge_mesh_geometry, unwrap_mesh_uvs -- the Phase 5 tools) need upstream main at or after 01bae6c5 (2026-09-17: the registrations from #2139, with the UV unwrap one renamed to util_mesh_uv_unwrap). ap-mcp --check reports a clear "minic API" failure on an older build.

    • Known upstream bug: on stock upstream, smooth_mesh and bevel_mesh intermittently return corrupted geometry (uninitialized accumulator arrays in util_mesh.c; STATUS.md Known Issues #4/#5). The fix is open upstream as armory3d/armorpaint#2148 (branch fix/mesh-accumulator-zero-init on graysonchalmers/armorpaint). Until it merges, build that branch for reliable results from those two tools.

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 .env

Then edit .env:

AP_BINARY=C:\path\to\ArmorPaint\paint\build\out\ArmorPaint.exe
AP_OUTPUT_DIR=C:\path\to\output

Check your setup

ap-mcp --check

Prints 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.ps1

Headless proof the project is alive: package imports, --version and --help exit 0, and 12 of the 14 shipped tools (reexport_project, inspect_project, run_script, the 7 mesh/UV editing tools, and Phase 6's check_mesh_uvs/replace_mesh) each have their own MCP-registration probe -- 15 probes total (3 base + those 12). 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_BINARY

The 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.

Related MCP Connectors

Related MCP Servers

  • A
    license
    Not graded
    quality
    B
    maintenance
    Enables conversational control of Adobe Substance 3D Painter for look-dev iteration, including baking, smart materials, and generator parameter tuning.
    MIT
  • A
    license
    Not graded
    quality
    A
    maintenance
    Enables 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.
    5
    MIT
  • A
    license
    B
    quality
    C
    maintenance
    Enables 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.
    41
    1
    MIT
  • F
    license
    A
    quality
    C
    maintenance
    Enables MCP clients to drive ArmorPaint 1.0 through a file-based bridge plugin, letting agents open projects, inspect and edit materials and node graphs, paint, and export textures on an unmodified ArmorPaint installation.
    58
    2
    -