Weapon Lab
Integrates with Blender for Motion Lab, enabling rebuilding weapon animation clips, adjusting hand/forearm rolls, realigning sliding parts, tracking, and rendering previews.
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., "@Weapon Labrun the gate for the rifle left hand case and show me the verdict"
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.
An MCP server that finds and fixes first-person weapon bugs behind a gate: hands off the gun, a magazine crooked in its well, a blade held wrong, arms covering the screen.
Each bug becomes a case: a metric, a weapon, an action and a pass rule. Your game's own probe measures the weapons. The Gate passes a change only when its target cases pass and nothing else got worse. Fix each kind of bug once, then check every weapon with it.
Weapon Lab never runs your game itself. You write a small probe for your engine that follows the probe contract: a job file in, a rows file out. Everything else works on what the probe writes back.
What it does
Group | Tools | What for |
Gate |
| Keeps the bugs as cases, measures, compares against a baseline, judges a change, records a person's approval. |
Probe |
| Starts your game's probe. Tries a fix before it is written: tuned fields, staged assets, screenshots, parts dumps. |
Rig Lab |
| Reads the posed weapon from a parts dump: its pieces, real-world facts (the magazine behind the barrel), a magazine's line into its well, a hilt in the fist. |
Motion Lab |
| Rebuilds clips in Blender: turns a hand about its forearm inside the forearm's range, puts a sliding part back on its axis. |
Specs |
| One file a weapon: marks (grip, support), anchors (pieces to find), facts, limits. |
Contract |
| Checks a probe's job, rows or parts dump. |
Related MCP server: blender-asset-mcp
Try it on the demo
The demo is a toy game with two planted bugs and a probe in about 150 lines. It needs no engine.
pip install -e .
cd examples/demo
weaponlab gate run probe,rig(python -m weaponlab works the same when pip's scripts folder is not on your PATH.)
The rifle's left hand misses its handguard by 3.75 cm. The knife's hilt lies 90 degrees across the fist.
tests/test_demo.py walks the whole loop: measure, find the fix, try it by tune, judge it.
Use it in your game
weaponlab initin your project. It writesweaponlab.jsonand empty data files.Write your probe from the contract, starting from
examples/demo/probe/demo_probe.py. Set its command inweaponlab.json.List your weapons in
weaponlab/data/weapons.jsonand their actions inactions.json.Add a case for each bug you know. Measure everything once and set the baseline.
Fix through the loop: try by tune or staging, look at the screenshots, propose, approve, import.
Check your probe on its own with weaponlab contract job|rows|parts <file>.
Add it to an MCP client
{"mcpServers": {"weaponlab": {"command": "weaponlab-mcp", "env": {"WEAPONLAB_PROJECT": "C:/path/to/your/game"}}}}Setting | Meaning |
| The project folder with |
| Blender, for Motion Lab. Found on the PATH or in the usual install folders otherwise. |
Requirements
Python 3.10 or later.
Blender 4.4 or later for Motion Lab and renders. Nothing else needs it.
Hand bones named as Unreal's mannequin names them (
hand_r,index_01_r,lowerarm_r) for the fist measure and the forearm roll.
Where it came from
Weapon Lab is the general part of the tools built for ToangTown, an Unreal 5.8 game with 46 weapons. Its first probe is ToangTown's. The contract's lessons come from that probe. Pose Lab (poselab-mcp) answers the body's side: clipping, the view, a grip solver. The Gate can use it as a provider.
License
MIT
This server cannot be deployed
Maintenance
Related MCP Connectors
AI QA that runs your app in a browser on every pull request: projects, test targets, test cases.
Control Unreal Engine to browse assets, import content, and manage levels and sequences. Automate…
Hand tasks, bugs and finished work to AI coding agents, and get back a write-up with evidence.
Browser-local and CLI static evidence for deployed AI model artifacts.
Related MCP Servers
- AlicenseAqualityCmaintenanceEnables AI agents and MCP clients to perform 3D asset creation and verification: exact b-rep CAD, GLB validation with embedded certificates, mesh inspection, and physics scenes, with most tools running without Blender.3648 npmMIT
- AlicenseCqualityBmaintenanceEnables AI agents to build game assets in Blender by modeling, lighting, rendering previews to inspect and correct, validating against engine budgets, and exporting to GLB/FBX.126MIT
- AlicenseCqualityAmaintenanceEnables an MCP-compatible AI client to author Blender Python, run Blender, import the resulting asset into Unity with materials and a prefab, place it in the active scene, verify the import, and revise the same asset using stable IDs.692MIT
- AlicenseAqualityAmaintenanceEnables an AI agent to drive a live Blender session, building, sculpting, measuring, checking, rigging, lighting, rendering and exporting 3D models through safe operations in world units. Every geometry-changing call reports achieved dimensions, open edges and failures as numbers and review images, so modelling mistakes become visible instead of silent.113MIT