MPFB MCP
Official# MPFB MCP
An MCP server with MPFB tools. Its Blender-side half is a companion add-on of our own, the
**MPFB Bridge** in [bridge/](bridge), which dispatches a closed vocabulary of named commands
rather than executing code.
In practice, you will most likely want to use this in parallel with a Blender MCP bridge such as
either of:
- Blender Lab's [Blender MCP](https://projects.blender.org/lab/blender_mcp)
- Ahujasid's [MCP for Blender](https://github.com/ahujasid/mcp-for-blender)
In fact, you can control MPFB solely by using either of these, but it will then be an inefficient
and token-heavy thing. By steering MPFB-specific operation to the MPFB specific bridge,
you can speed up things and save some tokens.
## Status
Early beta. Thirty-four tools are implemented.
**Introspection** — read-only, and each of them always answers rather than failing:
- `mpfb_get_status` — is MPFB present, initialized and correctly configured?
- `mpfb_get_character_summary` — what is this character, in one call: phenotype, rig, assets,
skin, morphs and face, each exactly as the detailed tool below would report it?
- `mpfb_list_objects` — which MakeHuman objects are in the current scene?
- `mpfb_get_object_info` — what is this object, what was it made from, and what belongs with it?
- `mpfb_get_macro_details` — what is this character's phenotype?
- `mpfb_get_target_stack` — which modeling targets are on this character, and how strong?
- `mpfb_get_face_units` — what is this character's face doing, in ARKit face units?
- `mpfb_get_expression` — which saved expressions is this character wearing, and do they explain
its face?
- `mpfb_get_material_settings` — what are this character's iris colours, layered skin and hair and
garment tints, exactly as a preset would save them?
**Catalogues** — what could be added, each entry named the way the acting tool will want it:
- `mpfb_list_rigs` — which armatures could be attached?
- `mpfb_list_assets` — which garments, body parts, body proxies and skins are installed?
- `mpfb_list_targets` — which modeling targets could be set?
- `mpfb_list_asset_materials` — which other materials ship beside this equipped asset?
- `mpfb_list_presets` — which characters have been saved?
- `mpfb_list_expressions` — which saved expressions are installed?
**Documentation** — addresses to look something up, and neither of them fetches anything:
- `mpfb_list_urls` — where to download MPFB, get asset packs, ask on the forum, file a bug.
Answers even when MPFB or Blender is unreachable, which is when those links matter most.
- `mpfb_list_docs` — MPFB's developer documentation, one document per service and file format.
**Creation and modification:**
- `mpfb_create_human` — wraps MPFB's `HumanService.create_human()`.
- `mpfb_set_macro_details` — change a character's phenotype in place.
- `mpfb_set_targets` — set modeling targets, batched.
- `mpfb_symmetrize_targets` — copy one side of a character onto the other.
- `mpfb_set_face_units` — compose a character's face from ARKit face units. Transient: not saved
by a preset, and overwritten by the next expression applied.
- `mpfb_apply_expressions` — put a character into saved expressions, blended at chosen weights,
or take them all off.
- `mpfb_save_expression` — keep a composed face as an expression file, which is what makes it
survive: apply the file, and presets carry it.
- `mpfb_refit_human` — refit everything to a changed body.
- `mpfb_add_rig` / `mpfb_generate_rigify_rig` — attach an armature, and finish a Rigify meta rig.
- `mpfb_add_asset` / `mpfb_remove_asset` — equip an MHCLO asset, and take it off properly.
- `mpfb_set_skin` — give the character a skin, in any of MPFB's five material models.
- `mpfb_set_asset_material` — recolour an equipped asset, or restore its own material.
- `mpfb_set_material_settings` — change iris colours, the layered skin and the tint of hair and
garments, batched, in a way a preset keeps.
- `mpfb_save_preset` / `mpfb_create_human_from_preset` — keep a character past this Blender
session, and build a new one from a saved character. These and `mpfb_save_expression` are the
only tools here that write a file, and nothing in Blender can undo it, so both saving tools
refuse to overwrite unless told to.
**Order matters and MPFB reports no error when it is wrong**: add the rig before the garments, and
generate a Rigify rig after them. The tools report the violation they can see rather than
enforcing it.
See [src/mpfbmcp](src/mpfbmcp) and [CLAUDE.md](CLAUDE.md) for how they work and how to run them.
## Documentation
The structured specifications for the project live in the [specifications/](specifications/) directory.
Start with its [index](specifications/README.md). Highlights:
- [Vision](specifications/vision.md) — why this project exists, why a bridge add-on of our own,
and the target tool catalog.
- [Architecture](specifications/architecture.md) — standing architectural principles new
tools should follow.
To install every part from this checkout — MPFB, the bridge add-on, the server and an MCP client
configuration — follow [INSTALL.md](INSTALL.md). Developer setup and commands are documented in
[CLAUDE.md](CLAUDE.md). Planned and in-progress development efforts are tracked
in [feature-requests/](feature-requests/).
TDQS
Scored across 34 tools
The set is exceptionally well-differentiated: read/write pairs are clearly split (get_face_units vs get_expression, set_targets vs symmetrize_targets), and the two-step rigging and material tools have explicit boundaries. The summary tool overlaps other readers but is explicitly positioned as a convenience first-call, so ambiguity is low.
All tools use the mpfb_ prefix and a snake_case verb_noun pattern (add_asset, get_object_info, set_skin), with only natural domain wording differences such as human/character. Naming is predictable and consistent throughout.
At 34 tools this is heavy for an MCP surface, exceeding the typical well-scoped range; many list/get/set pairs and niche diagnostics could be consolidated. The broad MakeHuman domain justifies some breadth, but context cost is high.
Core character lifecycle is covered: create/from preset, rig/add rigify, dress/undress assets, shape targets, face units/expressions, skins/materials, save/load presets, refit, and status/docs/list support. Missing a direct character/rig deletion or swap tool and some pose/ink-layer/makeup application paths, but those are minor workarounds.