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Related Servers

Alternatives to ART-PIPELINE-MCP

No user-submitted related servers found.

    Related Servers

    • F
      license
      A
      quality
      A
      maintenance
      Enables converting layered PSD or PhotoshopToSpine exports into validated Spine 2D rigs, animations, atlases, previews, runtime JSON, and optionally editable .spine projects. It provides MCP tools and an OpenAI/Codex workflow for rigging, animation generation, validation, preview auditing, and batch processing.
      14
      -
    • A
      license
      A
      quality
      D
      maintenance
      An MCP server that converts layered PSD characters into Spine 4.2 rigs with deterministic, parametric 2D/2.5D animations (idle, walk, run, jump, attack, hit) ready for the Spine editor and Unity.
      4
      2
      MIT
    • A
      license
      Not graded
      quality
      B
      maintenance
      Enables AI clients to directly control Spine 3.8.75 animation workflows through 55 MCP tools, including reading projects, editing keyframes, manipulating skeletons, constraints, meshes, atlases, and rendering previews.
      42 npm
      19
      MIT
    • A
      license
      Not graded
      quality
      C
      maintenance
      Enables an AI assistant to create, edit, validate and animate Esoteric Software Spine 2D skeletons without the editor running, covering bones, slots, attachments, skins, events, constraints, keyframes and reference-safe renames or deletions. When the Spine editor is installed, it also drives the official CLI to import skeleton JSON into a project and export runtime JSON/binary with atlases.
      1
      MIT
    • A
      license
      C
      quality
      C
      maintenance
      Enables MCP-capable assistants to inspect, create, measure, and review Blender production workflows for characters, rigs, animation, game meshes, facial performance, secondary motion, and PBR materials with checkpoints and visual QA.
      274
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    TDQS

    B3.1/5.0

    Scored across 49 tools

    Disambiguation3/5

    Several tool families overlap: rig_mesh and secondary both build weighted meshes, rig_strand and secondary add physics strands, make_sample and specialized make_*_sample creators overlap, and fx_generate and fx_recipe both add FX. Detailed descriptions help, but with 49 tools an agent can easily misselect among the rigging and sample-generation clusters.

    Naming Consistency4/5

    All names use snake_case and are generally readable, but the set mixes verb_noun (add_bones, rig_biped, make_sample) with bare nouns (doctor, validate, preview, gait, secondary) and prefix families (fx_, ae_, qa_). The convention is not uniform, though it remains consistent enough to follow.

    Tool Count2/5

    49 tools far exceeds the 3-15 sweet spot; although the domain is broad, the server is heavy and many tools are variants of sample/rig generators. An agent faces a very large decision space.

    Completeness4/5

    Covers import, sample generation, many rig types, animation, FX, AE integration, QA, preview, export, and atlas packing—a very wide lifecycle. Minor gap: no explicit delete/remove or general editing tools for existing bones/slots/constraints/animations, though make_editable offers an external workaround.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues