Cavalry MCP Bridge
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
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 | {} |
| prompts | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| cavalry_run_scriptA | Executes a multiline JavaScript automation script inside Cavalry using the |
| cavalry_eval_expressionB | Evaluates a single JavaScript expression inside Cavalry and returns its value. |
| cavalry_get_scene_infoA | Retrieves metadata about the active Cavalry composition, including current frame, total duration, frame rate, and layer hierarchy. |
| cavalry_get_comp_layersB | Returns an array of layer and node IDs present in the active composition. |
| cavalry_get_selected_layersB | Returns an array of IDs of the currently selected layers in the Cavalry viewport / scene tree. |
| cavalry_create_layerA | Creates a new layer or procedural node in the active Cavalry scene (e.g. 'basicShape', 'textShape', 'duplicator', 'gridDistribution', 'noise', 'colorArray', 'nullLayer', 'particleEmitter', 'deformer'). |
| cavalry_create_primitiveB | Creates a geometric primitive shape in Cavalry (e.g. 'ellipse', 'rectangle', 'star', 'superEllipse', 'polygon', 'ring', 'arrow', 'line') with optional initial attributes like 'material.materialColor', 'scale.x', 'scale.y', 'position.x', 'position.y'. |
| cavalry_set_attributesB | Sets one or more attribute values on an existing layer in Cavalry (e.g. 'material.materialColor', 'position.x', 'scale.x', 'rotation.z', 'opacity'). |
| cavalry_get_attributesB | Retrieves the value of a specific attribute or array of attributes from a layer. |
| cavalry_delete_layerC | Deletes a layer or node from the scene. |
| cavalry_connect_attributesA | Connects an attribute or output of a source node to an input attribute of a target node in Cavalry's procedural dependency graph. |
| cavalry_disconnect_attributesB | Breaks a connection to a specific attribute on a target node in Cavalry. |
| cavalry_set_frameA | Moves the timeline playhead to a specific frame number in the active composition. |
| cavalry_get_frameA | Returns the current playhead frame number in the active composition. |
| cavalry_set_keyframeA | Sets an animation keyframe for attributes on a layer at a given frame number using Cavalry's official |
| cavalry_playback_controlA | Controls timeline playback (play, stop, or rewind) in the active viewport. |
| cavalry_add_to_render_queueB | Adds the active composition to the Cavalry Render Queue with specified format or destination. |
| cavalry_render_queueA | Triggers rendering of the items in the Render Manager / Render Queue. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
| cavalry_procedural_grid | Template for creating a procedural animated grid of shapes with noise scaling in Cavalry. |
| cavalry_kinetic_typography | Template for creating kinetic bouncy typography with staggered delays. |
| cavalry_bouncing_ball | Template for creating a procedural bouncing ball with squash and stretch, easing curves, and dynamic shadow in Cavalry. |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 18 tools
Most tools target clearly distinct operations: creation, attribute access, graph connections, timeline, playback, and rendering. However, `eval_expression` and `run_script` overlap in JS execution, and `render_queue` vs `add_to_render_queue` could cause minor confusion despite different purposes.
All tools share the `cavalry_` prefix and mostly follow a verb_noun pattern such as `get_scene_info`, `create_layer`, and `set_attributes`. Minor deviations like `playback_control` and `add_to_render_queue` break the strict pattern but do not harm readability.
Eighteen tools is on the heavier side and the count falls in the 16-25 borderline range. The breadth is understandable for a motion-graphics automation bridge, but a few tools could be consolidated, such as merging `get_comp_layers` and `get_selected_layers` or `render_queue` and `add_to_render_queue`.
The toolset covers the main workflows: scene inspection, layer creation, attribute manipulation, graph connections, animation keyframing, timeline control, and rendering. Obvious gaps like composition management or render queue status checking are missing, but the core lifecycle is well represented for the stated purpose.