animation-mcp
Optionally uses Blender for rendered previews (contact sheets, GIFs, MP4) and exports FBX and .blend files.
Creates Roblox combat animations and exports Roblox-ready files such as anim.json, marker sidecar, and combat configuration.
Provides a companion Studio plugin for importing animations from the local server, registering temporary IDs, and building CombatConfig modules with hit windows, damage, etc.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@animation-mcpcreate a fast anime 4-hit M1 combo for an R15 rig and export it"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
animation-mcp
Animation MCP lets an AI coding assistant create Roblox combat animations by calling tools instead of hand-editing bones, CFrames, or rig math.
If you are new to MCP: think of this project as a local animation workstation for your AI app. You connect it once in Claude Code, Codex, Cursor, or another MCP client, then ask the AI for moves like "make a fast anime 4-hit M1 combo." The AI calls this server's tools, previews and critiques the result, repairs any mechanical issues, and exports Roblox-ready files.
One-command install
On Windows, open PowerShell in this folder and run:
.\install.ps1Or double-click/run:
install.cmdThat single command installs dependencies, refreshes project-local MCP configs,
registers Codex and Cursor user configs, tries Claude Code registration when the
claude CLI is available, and runs the setup doctor.
To preview what it would change:
.\install.ps1 -DryRun irm remote command:
$env:ANIMMCP_REPO_ZIP="https://github.com/ThatGuyTHD/animation-mcp/archive/refs/heads/main.zip"; irm "https://raw.githubusercontent.com/ThatGuyTHD/animation-mcp/main/install.ps1" | iexMore installer options are in docs/INSTALLER.md.
Related MCP server: Roblox Studio MCP
Manual 5-minute setup
Install Python 3.10+ and uv.
Open a terminal in this folder.
Install the Python environment:
uv syncCheck that the project is healthy:
uv run python scripts/doctor.pyPrint copy/paste config for your AI app:
uv run python scripts/doctor.py --configsThat command prints ready-to-use snippets for Claude Code, Codex, Cursor, and generic MCP clients using the exact path to this checkout.
Connect your AI app
Claude Code
Run this from any terminal, replacing the path if needed:
claude mcp add animation-mcp --scope user -- uv --directory "C:\path\to\Animation MCP" run animation-mcp
claude mcp listThis repo also includes a project-scoped .mcp.json for Claude Code. If you open
Claude Code from this project folder, Claude can use that local config instead.
Codex
Add this to ~/.codex/config.toml, or keep the project-scoped
.codex/config.toml in this repo:
[mcp_servers.animation-mcp]
command = "uv"
args = ["--directory", "C:/path/to/Animation MCP", "run", "animation-mcp"]
startup_timeout_sec = 30
tool_timeout_sec = 300
[mcp_servers.animation-mcp.env]
ANIMMCP_ENGINE = "auto"Cursor
Cursor can use the included .cursor/mcp.json when this folder is open. For a
global install, add this to your Cursor MCP config:
{
"mcpServers": {
"animation-mcp": {
"command": "uv",
"args": ["--directory", "C:/path/to/Animation MCP", "run", "animation-mcp"],
"env": {
"ANIMMCP_ENGINE": "auto"
}
}
}
}After connecting, open your client's MCP tools view and confirm that
animation-mcp exposes tools such as create_rig_session, compose_move,
solve_animation, render_preview, critique_motion, and
export_for_roblox.
More complete setup paths live in docs/GETTING_STARTED.md and docs/INTEGRATIONS.md.
First prompt to try
Paste this into your AI app after the MCP is connected:
Use animation-mcp to create a fast anime 4-hit Roblox M1 combo for an R15 blocky
rig. Read the style bible and quality gates first. Solve it, render a contact
sheet, critique it, repair mechanical issues if needed, and export Roblox files.The usual AI workflow is:
create_rig_session
read animmcp://docs/style-bible and animmcp://docs/quality-gates
search_motion_reference / list_pose_library
compose_move
refine with IK, root motion, hit pause, markers, and style modifiers
solve_animation
render_preview
critique_motion
repair_animation if needed
export_for_robloxCopy/paste workflow prompts are in docs/AI_WORKFLOWS.md.
Requirements
Python 3.10+ and
uvrecommendedOptional: Blender 4.x/5.x for rendered previews, MP4, FBX, and
.blendexports. Without Blender, the built-in pure-Python solver still creates animation data and stick-figure contact sheets/GIFs.Optional: Roblox Studio plus the companion plugin in roblox/AnimMCPImporter.luau
Optional environment variables:
Var | Meaning | Default |
|
|
|
| Explicit | auto-detected |
| Output directory |
|
| Asset library root |
|
Roblox Studio import
Save roblox/AnimMCPImporter.luau as a local Studio plugin.
Enable Allow HTTP Requests in Game Settings > Security.
Ask your AI to run
export_for_roblox(serve=true).In Studio, use Import Animation to pull
anim.jsonfrom the local server.Use Register Temp Id for quick playtesting, and Build CombatConfig Module for hit windows, damage, knockback, cancel windows, SFX, VFX, and camera shake data.
Outputs land in exports/<move_name>/. When serving is enabled, the Studio
plugin reads from http://127.0.0.1:8973/latest/anim.json.
Verify the full pipeline
uv run python scripts/smoke_test.py
uv run python scripts/smoke_test.py --blenderThe first command uses the pure-Python fallback engine. The second also checks Blender rendering and FBX export when Blender is installed.
What this MCP gives the AI
Semantic animation tools: choreography, poses, fragments, IK targets, root motion, hit pause, markers, timing, and style
Resources the AI can read: style bible, combat timing, marker vocabulary, export rules, quality gates, bad examples, rigs, poses, grammar, and references
Quality loop: solve, render, critique, auto-repair mechanical issues, export
Roblox outputs:
anim.json, marker sidecar, combat config JSON, Luau module, and optional FBX/Blend files through Blender
See DESIGN.md for the architecture.
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