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605,578 tools. Updated 2026-09-24 01:32

"3D Character Generation Tools and Services" matching MCP tools:

  • MANDATORY FIRST CALL before writing any @marmoui/ui code in this session. Returns a step-by-step generation checklist (which tools to call, in what order), critical rules (no namespace sub-components, PageSection is self-closing, no Sidebar export), component patterns, and ICON LIBRARY RULES. Pass iconLibrary (default "phosphor"; also "material" | "lucide" | "tabler" | "heroicons" | "feather") to get that library's import source, icon name map, and weight/style mapping — and pass the SAME value to review_generated_code so it enforces it. Ask the user which icon library they want before writing UI code. Call topic="patterns" to get the generation checklist specifically.
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  • MANDATORY FIRST CALL before writing any @marmoui/ui code in this session. Returns a step-by-step generation checklist (which tools to call, in what order), critical rules (no namespace sub-components, PageSection is self-closing, no Sidebar export), component patterns, and ICON LIBRARY RULES. Pass iconLibrary (default "phosphor"; also "material" | "lucide" | "tabler" | "heroicons" | "feather") to get that library's import source, icon name map, and weight/style mapping — and pass the SAME value to review_generated_code so it enforces it. Ask the user which icon library they want before writing UI code. Call topic="patterns" to get the generation checklist specifically.
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  • Rig a 3D model: generate a skeleton and skin weights for an existing GLB so it can be animated. Accepts a URL or base64-encoded GLB in `model` (here `model` is the 3D asset file, not an AI model name - there is no model choice on the 3D tools). The job result is a downloadable `model_url` for the rigged GLB. rig_type selects the skeleton prior - general (default, any asset), humanoid (anime-style characters), game (classic game-character rigs), or the pinned humanoid templates for two-armed, two-legged characters: humanoid_template (standard 22-joint skeleton with named joints, required for animating from the preset library) and humanoid_template_hands (52 joints, five fingers per hand). joint_naming relabels the identified joints to a convention - smpl (default), mixamo, humanik, unreal, godot, rigify, or vroid - without changing the skeleton. Credits are held when the job is accepted and refunded if it fails or is cancelled. Rigging is non-destructive to geometry but replaces any prior skeleton, so animations made against an old rig no longer apply. Async generation job: returns `{id, status}` - poll `getApiJob` (job and credit contract: see the server instructions). Credits: This endpoint consumes 1 credits per call.
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  • Render UGC video scenes as ad-ready clips, metered per second of video (the estimate shows the exact price before anything renders). Pass 3 to 6 scenes (5 to 8 seconds each, one action per scene, spoken lines at most 20 words; empty spoken_line for silent characters). Consecutive scenes pack into single TAKES of up to 15 seconds, one generation each. HOW CHARACTER IDENTITY WORKS, read carefully: all characters are described in TEXT (avatar_id resolves to its persona brief; or write the persona field yourself, covering one character or a whole ensemble). The video model rejects every image that contains a person, so no photo can anchor a face. Text keeps a character IDENTICAL only WITHIN a take; ACROSS takes it preserves the look and styling but the exact face can drift, and neither avatar_id nor persona prevents that. Structure your script so scenes where the same character must be recognizably identical sit adjacent and fit one take (15s or less); treat cross-take appearances as different shots of a matching character, and review the result. reference_image_urls (up to 9 https images) keeps real products or props on-model in every take; these images must contain no people. Without confirm, it validates the contract and returns the per-scene price estimate in EUR, and makes nothing. With confirm=true it starts the metered render and returns a job_id: rendering runs in the background over a few minutes, so poll clips_status with that id to get per-scene clip URLs plus the uncut takes. Paid plans only.
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  • Use this when the user wants to archive, hide, or remove an existing generation from the active generation list without deleting it. State-changing: archives the visible generation after authorization. Requires generation_id from list-generations.
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  • CREATE a Mixamo T-pose auto-rigged character, enemy or boss and save it to Library. NEVER describe a handheld weapon, staff or shield in the prompt: characters and enemies are forged empty-handed (the forge enforces it); make the weapon apart with gripforge_generate (kind=weapon) and put it in the hand with gripforge_attach. polycount is honoured (default 8000; keep it at or under 10000 for a mobile game).To sculpt from a picture (image-to-3D): pass concept_item (lib_… from gripforge_concept_correct / character_concepts) or file_url. Without an image this is text-to-3D. If the look may already be in the locker, call gripforge_style_kit FIRST. For knives/guns use gripforge_generate_weapon. Alias of gripforge_generate (the canonical door). Costs 10 credits. Returns a persistent job_id immediately; poll gripforge_generation_read. Closing this call does not cancel it.
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Matching MCP Servers

Matching MCP Connectors

  • Turn text or an image into an animation-ready 3D model (GLB): generate, rig, animate, retexture.

  • Honest & Trust Worthy Pay-per-call marketplace where AI agents buy services from each other with USDC on Base via x402. Stealth scraping, Brand new EVM wallets with private keys, code audits & more — protected by on-chain escrow and a 14-shield security matrix. No API keys, just pay and get results.

  • Convert a single source image into a textured 3D model (image-to-3D). The job result is a downloadable GLB model_url plus an array of snapshot image URLs rendered from different angles (handy for previews). Accepts optional mesh controls: target_num_faces (max triangle count, 1000-200000, default 50000), texture_size (1024 or 2048, default 2048), and texture_type ("pbr", "simple", or "none", default "pbr"). Credits are held when the job is accepted and refunded if it fails or is cancelled. Pass an optional request_id to tag the result so you can locate it later via listGenerations (type 3d). Async generation job: returns `{id, status}` - poll `getApiJob` (job and credit contract: see the server instructions). Credits: This endpoint consumes 3 credits per call.
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  • List the account's ACTIVE VPS services — active, provisioning, and suspended servers (deleted/cancelled are excluded). Use the `id` as `service_id` for the management tools. If a server is missing from this list it has been deleted — do not query its status or try to manage it.
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  • Generate an image from a text prompt with AI, upload it to the Misar.Blog CDN, and return its public URL for use as cover_image_url when publishing. Use it when no artwork exists yet; use upload_image for a file the user already has. Each call generates a NEW image and costs generation credits against the account's plan — it is not idempotent, so re-running to 'try again' bills again. Generation takes noticeably longer than other tools. Requires an API key. The resulting URL is public and cannot be deleted through this server. Results vary between runs for the same prompt.
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  • PAID (x402, 6 USDC): generate a production 3D avatar from a reference photo (base64) — xAI A-pose normalize → TRELLIS.2 GPU mesh → full canonical post-process. Payment settles ONLY when generation completes; a failed generation is never charged. Returns a job_id — poll with the free get_generation_status tool (typical runtime 5-15 minutes). Pass idempotency_key when a retry is possible (timeout/5xx) — replaying the same key returns the original job_id instead of a second GPU job/charge. [Paid: $6.00 USDC via x402 for unauthenticated calls on the hosted /mcp endpoint; DEFERRED settlement — charged only when the generation job completes, a failed job is never charged. Poll get_generation_status (free).]
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  • All poses on a character: { id, name, prompt, status pending|done|error, url, direction, pendingSince, errorCode, creditsRefunded }. This is the poll target after generate_pose — pose generation has no job id. It is also the source of ready pose ids for generate_character_animation poseFirstFrameIds / poseLastFrameIds. A pose still pending long after pendingSince is stalled, not working.
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  • Generate an image from a text prompt with AI, upload it to the Misar.Blog CDN, and return its public URL for use as cover_image_url when publishing. Use it when no artwork exists yet; use upload_image for a file the user already has. Each call generates a NEW image and costs generation credits against the account's plan — it is not idempotent, so re-running to 'try again' bills again. Generation takes noticeably longer than other tools. Requires an API key. The resulting URL is public and cannot be deleted through this server. Results vary between runs for the same prompt.
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  • Create a new Flow character whose portrait (and optionally body) is a REAL PHOTO, not a text description or generation. Both photos become the character's slot-0 (portrait) and slot-1 (body) images directly — Flow's own upload mechanism in its New Character composer, discovered live 2026-07-11 — no image generation call happens for either slot, so resemblance is exact, not "similar style". Boots the on-demand Chrome for this account (~15-30s, longer if body_photo_base64 is also given), same as create_character, no Android/recaptcha involved. photo_base64: raw base64-encoded image bytes, no data: URI prefix — portrait. body_photo_base64: same format, optional — ideally a full-body photo of the same person, for a guaranteed-exact body image (no generation at all for that slot). physical_description: IMPORTANT, look at the photo yourself and write this — a detailed physical description (build, hair color/style, eye color, clothing, distinguishing features), similar in spirit to: "Adult male, mid-20s, ~180cm, lean build. Medium-brown wavy hair, light blue-grey eyes, faint stubble. Wears a dark grey hoodie, dark jeans, white sneakers." This gets saved into the same "Character Info" field as Flow's own UI. CORRECTED same day as this tool was first built: an earlier version of this doc claimed body/multi-view generation can never stay consistent with a photo-seeded portrait — WRONG, confirmed live. The actual missing ingredient was this detailed text spec — with it, both generate_character_turnaround and generate_character_expression_sheet below produce genuinely consistent, on-model results (reproduced live against Flow's real UI, not just guessed). Skip this only for a bare portrait-only character with no further generation planned. Next step after you have entity_id: update_character for a display name, then generate_character_turnaround / generate_character_expression_sheet if you want those (skip if you already passed body_photo_base64 for an exact body photo — generating over it would replace the real photo with a generated approximation). Fidelity note added 2026-07-11 (later same day): "genuinely consistent" above means consistent WITH ITSELF across panels (same invented-looking person in every view), not necessarily an exact match to the real person's face — real-world feedback was "I don't recognize myself." Good for stylized/invented character sheets; if the goal is content that's recognizably the actual person, use generate_video_with_reference (r2v) instead, which conditions on the real photo's pixels rather than a description. name: optional, added 2026-07-25 — give the character a short human-readable name and it's saved to YOUR list (list_characters()), keyed on the uploaded photo as the identity reference (portrait_media_id). Once named, use generate_with_face(character=name, prompt=...) for further images instead of tracking portrait_media_id yourself. Must be unique among your own characters; a clash does NOT fail the call — the character is still created in Flow, just reported back with a `registration_error` instead of a `name` in the result, so pick a different name and register it yourself later if that happens.
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  • List the authenticated user's existing characters (AI influencers) so you can pick a characterId for the other generation tools. There is no tool to CREATE a character -- that happens in the RYLA app at app.ryla.ai.
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  • TOOL PRINCIPAL para muebles. Construye un mueble (desde un preset, o a medida con params del motor recursivo) y devuelve LO QUE PIDAS: 'despiece' (piezas + cotización en ARS + factibilidad), 'imagen' (vista 2D frente/lateral/planta), 'modelo3d' (el MODELO 3D en GLB, embebido y listo para renderizar en cualquier visor), y/o 'visor' (link al editor 3D). SIEMPRE devuelve el link a mueblito.ar con el mueble cargado, donde se termina de diseñar, ajustar y cotizar. Para muebles a medida usá params kind='modular' con un árbol 'root' (V=columnas, H=filas de abajo→arriba). (build furniture, generate 3D model GLB, render, cutlist, quote, open in editor, get a 3d model)
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  • CREATE any mesh asset and save it to Library — the canonical generation door. kind decides the pipeline: character/enemy/boss are auto-rigged (pass concept_item or file_url for image-to-3D; otherwise text-to-3D), weapon and prop are direct text-to-model (no rig, no concept step). The workspace Style DNA is applied to the prompt. If the look may already exist, call gripforge_style_kit FIRST. Costs 10 credits. Returns a persistent job_id immediately; poll gripforge_generation_read for progress and the Library/Studio result. Closing this call does not cancel it.
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  • List television episodes airing on a given date. Scope "linear" covers broadcast and cable networks in one country; "streaming" covers streaming services — global services such as Netflix and Prime Video when no country is given, or that country’s local streaming services when one is. Scope "all" merges both. The source caches schedule data for up to an hour, so a same-day listing can lag a late change.
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  • Filter pages within a world by one or more tags. The page's documentType is concatenated into the same keyword set imagine searches, so a tag query of 'character' also matches every page with documentType=character. Use mode='and' to require every tag; mode='or' (default) returns pages matching any tag. Common patterns: all NPCs (tag='npc'), all locations (tag='location'), every character-type page (tag='character').
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  • Request on-demand generation of a parametric part that isn't in the registry yet. The registry generates it (footprint+symbol+3D), runs quality gates, and publishes it within ~5 minutes. Pin-count families (use 'pins'): pin_header_254 (2.54mm), pin_header_200 (2.0mm), pin_header_127 (1.27mm) — pins 1-40. Variant families (use 'variant'): ht73xx (LDO Vout code: 7318,7325,7327,7330,7333,7335,7341,7350), ht78xx (7818,7825,7827,7830,7833,7850), sy8008 (grade a/b/c = 0.6A/1A/1.2A), max1704x (17048,17049). Always try get_part / search_parts first.
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  • Generate text-driven skeletal animations for an already-rigged 3D model. Pass the rigged GLB in `model` (URL or base64; the 3D asset file, not an AI model name) and a motion `prompt` (e.g. "walking", "swinging its axe"). The model must already have a skeleton - rig it first with rigModel if not. The job result is num_variants candidate animations (default 4), each a standalone animation-only GLB (skeleton + one clip, no mesh) in `glb_url` plus an mp4 `preview_url`, so you can pick the best one and fuse it with your model in a game engine or three.js. mode selects the representation - rot_trans (default, rotation plus translation per bone, most faithful) or rot_only (rotation only, easier to retarget onto another skeleton in an engine). Animation quality is hit-or-miss, which is why multiple candidates are returned. Credits are held once per call regardless of variant count and refunded if the job fails or is cancelled. Async generation job: returns `{id, status}` - poll `getApiJob` (job and credit contract: see the server instructions). Credits: This endpoint consumes 0.2 credits per call.
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  • List the URBot catalog of 150+ trained vertical AI expert bots with slug, name, tagline, category, and price tiers (most bots start at $1). Optionally filter by category (e.g. education, health, finance, legal, technology, outdoor, 3d-modeling, game-dev, 3d-printing, media). Use the returned slug with get_bot, chat_with_bot, or get_skill. URBot bots keep your data yours - each one is downloadable and runs locally.
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