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matthewobanla

Cavalry MCP Bridge

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault

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

CapabilityDetails
tools
{}
prompts
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
cavalry_run_scriptA

Executes a multiline JavaScript automation script inside Cavalry using the api.* module. Use this for complex procedural generation, node network creation, and batch updates.

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 api.keyframe(layerId, frame, { attr: value }) API.

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

NameDescription
cavalry_procedural_gridTemplate for creating a procedural animated grid of shapes with noise scaling in Cavalry.
cavalry_kinetic_typographyTemplate for creating kinetic bouncy typography with staggered delays.
cavalry_bouncing_ballTemplate 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

NameDescription

No resources

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