GPT Spine MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| SPINE_BIN | No | Path to the licensed Spine CLI executable. When set, it has priority over auto-detection. | |
| SPINE_HEAD_WORDS | No | Comma-separated list of words to override the default head classifier (default: head,face,golova,crown,tooth). |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| spine_doctorA | Report whether the Spine CLI and Python deps are available. |
| inspect_sourceA | List the parts and detected head-state families of a .psd or a PhotoshopToSpine export folder, WITHOUT building anything. Use this first to confirm what will be rigged. |
| rig_and_animateA | Build a rigged + animated Spine skeleton from a cut-up character. source path to a .psd OR a PhotoshopToSpine export folder out_dir where to write .json/.atlas/.png (e.g. a game's static/assets/spine//) name skeleton name (defaults to the source basename) kind "symbol" or "mascot" (reserved; both rig the same body+head now) anims subset of ["idle","win","blink","pop"] (default all applicable) make_editable also emit an editable .spine next to the source (Spine CLI) Returns a summary incl. file paths and an editable-project path. |
| build_workflowB | Run the complete production workflow: rig, animate, mesh/weight, add optional IK and clipping, save/export when Spine is installed, render a preview, and write rig_report.json. Set rig_only for a zero-animation rig. |
| audit_previewB | Reject blank/static previews and compare duration, motion, and occupancy against an optional art-direction reference before a delivery is accepted. |
| apply_motion_specA | Compile an explicit numeric motion spec into a Spine skeleton. Inspect the source/project first, translate art direction into timed bone and slot tracks with named eases, then call this tool. Specs contain fps, clips, optional handoffs, and bone/slot keys. This validates target names, curve generation, frame alignment, intro→loop handoffs, and loop seams. |
| validate_motionC | Audit authored clips for frame-grid, curve, handoff, and loop-seam errors. |
| validate_outputC | Validate bone, slot, skin, IK, atlas, texture, and animation references. |
| pack_atlasB | Pack a folder of PNGs into .atlas + .png with the Spine packer. |
| make_projectB | Import a runtime skeleton json into an EDITABLE .spine project. |
| export_projectB | Export a .spine project to runtime files (fmt: json|binary, +pack for atlas). |
| project_infoB | Print bones/slots/animations of a .spine project or skeleton .json. |
| previewB | Render a keyframe-montage PNG of a built rig (idle/win/blink/pop poses). rig_dir folder holding .json (the out_dir from rig_and_animate) images_dir folder with the part PNGs (defaults to the source export images) out_png output path (defaults to /_preview.png) |
| batchB | Rig every PhotoshopToSpine export subfolder under roster_dir into out_root//. Returns per-character summaries. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 14 tools
Most tools have clearly distinct purposes (inspect_source vs rig_and_animate vs apply_motion_spec vs pack_atlas). The main overlap is build_workflow, which subsumes rig_and_animate plus mesh/clip/export steps, so an agent may be unsure whether to use the atomic tool or the all-in-one pipeline. The validation trio (audit_preview, validate_motion, validate_output) is distinguishable by target but close enough to require care.
The set mostly follows a verb_noun snake_case pattern (inspect_source, rig_and_animate, apply_motion_spec, validate_motion, pack_atlas, make_project, export_project). A few deviations exist — spine_doctor and project_info are noun-first, while preview and batch are bare. Still readable and largely predictable.
14 tools for a full rig/animate/validate/export pipeline is reasonable and most earn their place as distinct pipeline stages. It sits at the higher end but does not feel redundant given the breadth of the workflow.
The surface covers the full lifecycle: environment check (spine_doctor), inspect, rig/animate, motion-spec authoring, mesh/IK/clip validation, atlas packing, editable project round-tripping (make_project/export_project/project_info), preview rendering, batch roster processing, and quality gating. No obvious dead ends.