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650,521 tools. Updated 2026-10-14 00:42

"Blender Scene Generation and Importing into Unreal Engine" matching MCP tools:

  • Generate a video post (postType VIDEO) using PostNitro's AI engine. Returns an embedPostId to track progress. The content is AI-generated from your aiGeneration prompt — you do NOT provide slides. Each slide the AI writes becomes a scene in the video. (To supply your own scene content instead, use postnitro_import_video.) Output: 'DESIGN' (default) creates the design without rendering; 'MP4' renders the video file and requires videoSettings (duration, optional audio track). templateId, brandId, presetId, and responseType are optional if you've saved defaults via postnitro_set_defaults. Otherwise provide them here (use the list tools to find valid IDs). Use postnitro_check_status to monitor, then postnitro_get_output to retrieve. Or use postnitro_generate_video_and_wait for one step.
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  • Import a Revit/BIM model into the Twinmotion visualization pipeline: downloads the source file from a public URL, uploads it to an APS OSS transient bucket, and kicks off an SVF2 + thumbnail translation job. Returns the base64 URN (project_id) used by every other tm_* tool. When to use: when a user wants to prepare a Revit (.rvt), IFC (.ifc), or other BIM/CAD model for real-time visualization in Unreal Engine / Twinmotion — typically the first step before rendering stills, defining scenes, or exporting FBX/glTF/OBJ geometry for a UE import. Also use when you need thumbnails or view metadata from a source file that has not yet been translated by APS. When NOT to use: not for MEP clash review (use navisworks-mcp), not for quantity takeoff or cost estimation (use qto-mcp), not for Twinmotion presets editing — Twinmotion itself has no public REST API, so scene/material authoring must happen manually in the UE editor after FBX/USD export. APS scopes required: data:read data:write data:create bucket:read bucket:create viewables:read. Uses Model Derivative API (translation) + OSS (upload). Twinmotion has no public REST API; all automation is APS Model Derivative + manual Unreal Engine export. Rate limits: APS default ~50 req/min per app per endpoint; Model Derivative translation jobs ~60 req/min; large .rvt/.nwd/.ifc files are often multi-GB and translation can take 5–60 min — poll the manifest with exponential backoff (start 5s, cap 60s) rather than retrying this tool. Worker request ceiling is ~100MB body; extremely large files may need signed-URL upload instead. Errors: 401 = APS token failed (check APS_CLIENT_ID/APS_CLIENT_SECRET, re-auth); 403 = scope missing (bucket:create/data:write not granted — have user re-consent); 404 = file_url unreachable; 409 = bucket key collision (rare — retry, tool uses timestamp); 413/507 = file too large for worker memory (advise signed-URL upload); 422 = unsupported source format (only Autodesk-accepted types: rvt, ifc, nwd, dwg, dgn, 3dm, stp, etc.); 429 = back off 60s before retrying; 5xx = APS upstream outage, retry with backoff. Side effects: CREATES a new transient OSS bucket (scanbim-viz-<timestamp>, auto-expires in 24h), CREATES an object in OSS, STARTS a translation job consuming APS cloud credits. NOT idempotent — each call creates a new bucket + URN. Writes a row to usage_log D1 table.
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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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  • Fetch a single post by id: views, likes, comments, engagement rate, outlier scores for seven time windows, thumbnail and the owning profile. When a transcript or visual analysis already exists it is included at no extra cost. The visual analysis is a structured scene-by-scene breakdown (per-scene timing, on-screen text, visual elements and a recreation note) plus an overall-style summary. Request new enrichment via request_transcript (speech / on-screen text) or request_visual_analysis (scene breakdown). Use after search_outliers to deep-dive a result. Cost: 1 credit per call.
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  • List every ranked list the directory publishes — "Overall", "3D Art in Poland", "Unreal Engine" and so on — with each list's size, URL and slug, plus the "method" string describing exactly what the order measures. Use to find the right list before calling get_ranking. Always pass the method on: these lists are ordered by size, years in business and how completely a listing is filled in, not by studio quality, and are not an endorsement.
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  • List the ProductClank content spaces you can draft into — spaces the user owns, delegates for, or manages that have their content engine turned on. Returns { space_id, name }. Call this first to resolve the space_id for write_content_candidates, and confirm the target space with the user.
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Matching MCP Servers

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    An MCP server that gives AI agents broad control over Unreal Engine 5.7, enabling actor/asset/level management, Blueprint and material creation, screenshots, automation, and arbitrary editor Python execution.
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    MIT

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  • Grant, investor & policy narrative generation for conservation work.

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  • Generate an empty background plate for one short shot. Both reference inputs steer what the plate itself looks like — layout, prop identity, materials and lighting — and are unrelated to upload_shot_continuity_reference, which guides clip generation instead. Use reference_image_asset_ids for images already in this project (find them with get_asset_library) and reference_images_base64 to send bytes you produced locally, for example a frame lifted from an earlier scene so a prop matches what is already on screen. Uploaded bytes are used for this one generation and are not kept as project assets. The location's own reference images are always included on top of both. Spends credits. Returns a job id — poll it with get_job.
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  • Get one series with the list of its generations (models) and the cited sources, and with a model_id also that generation in detail. Returns {series, maker, models, sources}, plus model when a model_id is given. Each entry in models has id, name, chassis_code, start_year, end_year (null = still on sale), description, source_url and its public page url; the list is always the whole series. model is the named generation with drivetrains, displacements (engine displacement in cc, one row per engine), and engineers (each with role_name, source_url citing the person's own career, and link_source_url citing that person's work on this very generation; a null link_source_url means not researched yet, so do not read source_url as evidence for this generation). sources are the cited references for the descriptions (url, title, publisher, accessed_on, and model_id: null for the series overview, otherwise the generation whose description it supports); a generation's own sources come only with its model_id. For the engineers or specs of several generations, call once per model_id. An empty drivetrains, displacements, engineers, or sources list means not researched yet, never none. Unknown ids are an error, not an empty result.
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  • Create a project from a template. Choose executionEngine=ngplant for plants and procedural vegetation; use vegetation_create/edit to author its native model, while Blender packages standard previews and exports. Blender is the default for other scenes. Returns a stable liveUrl for signed-in users to watch job progress and completed previews, plus a durable job handle. Share the returned liveUrl with the user immediately as a clickable Markdown link in a progress message, before waiting for initialization or building the scene. Use the exact returned URL and mention that sign-in is required. Do not wait until the final render; an empty project shows progress before its first preview exists. Poll job_get — the first immutable revision exists once the job completes. template=empty skips preview generation by default, because an empty scene's preview is a 132-byte GLB of nothing and a blank thumbnail; generatePreview overrides that in either direction.
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  • Run a Tripo3D post-process on an existing Popcraft 3D model: "convert_model" (export FBX/OBJ/STL/USDZ/GLTF/3MF, optional quad + face_limit + texture_size — the cheap way to get a Blender-friendly FBX (fbx_preset "blender") or a decimated mesh; the source is already a GLB, so use FBX/GLTF rather than GLB as the target), "highpoly_to_lowpoly" (retopologize to a low-poly game/rig-ready mesh, params quad/face_limit/bake), "refine_model" (upgrade a draft to higher detail), "texture_model" (re-texture with texture_prompt / style_image_url, texture_quality, pbr), "stylize_model" (style "lego" | "voxel" | "voronoi", block_size 32–128), "mesh_segmentation" (split into named parts), "mesh_completion" (fill holes; optional part_names). `source` is the `job_id` returned by `popcraft_generate_3d` / `popcraft_job_display`, or a 3D asset id from the /model-3d workspace — only Tripo-generated models can be post-processed. `params` is the per-operation object described above (omit for defaults). Set `get_cost:true` first to preflight the credit cost WITHOUT submitting — refine/stylize/completion/lowpoly are variable-cost and reconcile to Tripo's actual usage on completion. On success an interactive result card is shown and refreshes itself — do NOT poll; call `popcraft_job_display` at most once if no card is visible. The output is a new 3D asset (lineage-linked to the source) whose URL you can download or import into Blender. Never tell the user how long the job will take or quote any estimate of generation time — the result card shows progress.
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  • Run a Tripo3D post-process on an existing Popcraft 3D model: "convert_model" (export FBX/OBJ/STL/USDZ/GLTF/3MF, optional quad + face_limit + texture_size — the cheap way to get a Blender-friendly FBX (fbx_preset "blender") or a decimated mesh; the source is already a GLB, so use FBX/GLTF rather than GLB as the target), "highpoly_to_lowpoly" (retopologize to a low-poly game/rig-ready mesh, params quad/face_limit/bake), "refine_model" (upgrade a draft to higher detail), "texture_model" (re-texture with texture_prompt / style_image_url, texture_quality, pbr), "stylize_model" (style "lego" | "voxel" | "voronoi", block_size 32–128), "mesh_segmentation" (split into named parts), "mesh_completion" (fill holes; optional part_names). `source` is the `job_id` returned by `popcraft_generate_3d` / `popcraft_job_display`, or a 3D asset id from the /model-3d workspace — only Tripo-generated models can be post-processed. `params` is the per-operation object described above (omit for defaults). Set `get_cost:true` first to preflight the credit cost WITHOUT submitting — refine/stylize/completion/lowpoly are variable-cost and reconcile to Tripo's actual usage on completion. On success an interactive result card is shown and refreshes itself — do NOT poll; call `popcraft_job_display` at most once if no card is visible. The output is a new 3D asset (lineage-linked to the source) whose URL you can download or import into Blender. Never tell the user how long the job will take or quote any estimate of generation time — the result card shows progress.
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  • Prepare a model for an animated walkthrough / video export by verifying the manifest is complete, then starting a secondary Model Derivative job that produces OBJ geometry (suitable for ingestion into offline rendering pipelines, Blender, or Unreal Engine). Also returns the list of available named views so the operator can stitch them into a camera path. Does NOT itself produce an mp4 — video encoding happens in the downstream UE/Twinmotion pipeline. When to use: when a user wants a walkthrough/flythrough video of a BIM model (e.g. 'make a 30-second tour of Tower A') — this tool gets the geometry into a UE-ingestible form (.obj, plus suggests FBX/glTF/USD naming like TowerA_walkthrough.fbx for the exported asset) and enumerates named views to guide camera path authoring. When NOT to use: not to actually encode video (no runtime renderer in this worker — output must be finished in Unreal/Twinmotion/Blender), not before tm_import_rvt, not if the manifest is still 'inprogress' (the tool will short-circuit and return status='pending'). Not for still images (use tm_render_image) or clash animations (use navisworks-mcp). APS scopes required: data:read data:write viewables:read. Write scopes are needed because this kicks off a new Model Derivative translation job (OBJ + thumbnail). Rate limits: APS default ~50 req/min; Model Derivative translation jobs ~60 req/min. OBJ derivatives of large BIM models can be multi-GB and take 10–45 min — rely on manifest polling with exponential backoff, not re-calling this tool. Errors: 401/403 = token/scope (data:write commonly missing); 404 = URN not found; 409 = OBJ derivative already queued (treat as success); 422 = input format does not support OBJ output (some IFC variants / proprietary formats — fall back to FBX/glTF via a different derivative format); 429 = back off 60s; 5xx = APS upstream. Side effects: STARTS a new translation job on an existing URN (consumes APS cloud credits). Writes usage_log. NOT idempotent per-call (each call creates a new job record), but APS will dedupe identical output requests internally if manifest already contains the derivative.
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  • Upsert leads from an uploaded CSV or XLSX file into this account. WRITES TO THE DATABASE — SENDS NOTHING on any channel, ever; this only stores contacts. Deduplicates by phone/email (dedupe_by, default both) against both the file itself and every lead already in this account. Re-importing a lead that is opted-out, suppressed, or do-not-contact NEVER clears those flags and NEVER moves the lead — only genuinely new contacts are created. Returns an import_id: pass it to clone_campaign_draft's import_ids to attach this audience to a campaign. idempotency_key is required — retrying the same key returns the same result rather than importing twice; reusing it with different arguments is rejected as idempotency_conflict.
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  • Edit an existing image or compose several images into one scene with Muse Image. The user or agent passes stored file names from files.list_uploaded_files and/or public http or https image URLs. One image is an edit; several images are composed into one result. The result is saved to account file storage. The response includes a signed URL for API users and download_code for agents to run `vee3-get-file`. Cost = 50 tokens per generated image.
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  • Check what the account can do right now: whether Blender execution (renders, scene edits, imports) is available, compute budget usage, open job counts, and the bound deployment's policy limits. Also returns the versioned live snapshotPolicy when cached tool descriptions differ. Call before queueing work to fail fast.
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  • Start a text/image → 3D generation of ONE freestanding object per task — build ground planes and assemblies from scene operations, and reuse a generated model by duplicating it with scene ops. provider=hyper3d (Rodin) takes prompt only; provider=hunyuan3d and provider=tripo3d take prompt OR imageUrl. Each provider needs its integrations_set token. Poll asset_generate_status, then import with asset_library_import source=<provider> slug=<taskUuid>.
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  • Returns the mix and pressure a cylinder ends with after gases are added in order: each addition's pressure and mix before and after, the cooling step, and the final O₂ %, He % and pressure. Use this when a diver or blender asks what a fill produced ("50 bar of air, 40 bar of oxygen, then air to 200"), or to check a plan_blend plan: send its mix_result_current as current and its mix_result_additions as additions. Not for planning toward a target (plan_blend) or joining two cylinders with a whip (decant). Pressures are gauge (bar or psi, per units); mixes are O₂ % and He %. environment sets altitude and the ambient and fill temperatures (defaults sea level, 20 °C, fill equal to ambient); a hot fill settles lower. Real-gas mixing. Analyse the cylinder once it has cooled: the analysed mix, not this one, goes into plan_dive. No engine call. Example: {"current":{"oxygen_pct":21,"pressure":50},"additions":[{"oxygen_pct":100,"pressure_added":35},{"oxygen_pct":21,"pressure_added":115}]}
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  • WHEN you are about to draw ANY French building for the first time, or when a user asks for a plan / DXF / IFC and you have not yet used these tools — call this FIRST. It hands back a COMPLETE, ALREADY-VERIFIED scene (zero audit alerts) plus the exact next calls in order. FREE, no API key, 0 units. WHY IT MATTERS: composing a scene from the schema alone takes several round-trips and usually fails on the same mistakes (openings.z used as an absolute altitude instead of a relative sill, a storey with no windows). Starting from a working scene and editing it is faster and cannot fail. GOOD CALL: cao_demo {} -> the house; cao_demo {"exemple": "appartement"} for a flat with no roof; cao_demo {"exemple": "extension"} for a veranda grafted onto an existing facade. Then feed `scene` straight into cao_verifier, then cao_pdf / cao_generer_dxf / cao_generer_ifc. DO NOT: do not invent a scene from scratch before trying this; do not call it to CHECK a scene you already have (that is cao_verifier); do not expect a drawing back — this returns JSON, the drawing comes from the next call. All dimensions are MILLIMETRES.
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  • Get one software product (Market) One engine of the software library: the same row the list returns (product metadata, host count per observed role, first/last seen, the compliance signal and the host-count trend) plus the catalogue version and generation stamp. `engine` is a catalogue engine slug as published in `engine` on the list; an unknown slug is a 404. Beyond the list row it also returns `advisory_list[]` (issue #798): every live advisory of the engine's lanes with its id, normalized severity, CVSS score, summary, url and publication stamp, newest first. Null when no lane of the engine has an advisory feed; `[]` when it has one and upstream has published nothing. Market tier.
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  • Queue a bounded Blender recipe, never arbitrary Python. Saves GLB and .blend in the workspace as an unvalidated work version with a shared Scene Studio link. Read gripforge_scene_schema for recipe fields. Supports original primitive/custom meshes, PBR colors and keyed transforms. Poll gripforge_generation_read; final visual approval must use GripForge rendering, not Blender screenshots.
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  • Generate every event of a plan and mix them into one scene. `plan` is the JSON that plan_sound_scene returned, edited if you want: you can move an event, change its wording or drop it. This is the step that costs, because each event is a generation. Needs a paid plan (Startup up). Returns the mix. The separate pieces come back too, but only the mix can be handed over as audio here; call the HTTP API directly if you need them.
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