Make AI-generated 3D assets web-ready: analyze budgets, optimize, forge logos to 3D, export STL.
Copy the AI prompt to install this server into Claude Code, Cursor, or another agent β or use 1-click editor setup below.
π‘ Paste the JSON block into your client's configuration file under mcpServers, then restart the application.
glbforge.dev Β· raw AI mesh in, shipped asset out
Makes AI-generated 3D assets (Meshy, etc.) actually shippable on the web: analyze β optimize β scaffold a viewer, with performance budgets as a CI-able contract.
glbforge analyze β budget report card + named lint rulesglbforge optimize β weld/simplify/LOD/compress to hit the budgetglbforge scaffold β emit a React Three Fiber viewer for the optimized assetglbforge meshy β generate/download via Meshy REST API (image/text β 3D, --optimize glue)@glbforge/mcp, 8 tools)glbforge ui) β local web UI: drag-drop analyze,
one-click optimize with a before/after compare slider in the viewport,
logo forging, Meshy generation with live progress, STL export. Zero
hosting; runs entirely on your machine.glbforge extrude β deterministic logo/graphic β 3D (no AI, no credits): traces
the silhouette (marching squares β Douglas-Peucker β earcut), extrudes it
watertight, and projects the source image back on as the texture. For 2D
artwork (logos, wordmarks) this beats image-to-3D generation outright:
~1.5k tris vs ~2M, exact silhouette, original colors. --bevel adds a
signage-style rounded rim (miter-limited, clamp-probed insets + a crack
stitching pass keep it watertight even on thin graffiti strokes; verified
0 boundary / 0 non-manifold edges on real logo fixtures). Photographic
inputs are detected and routed to Meshy instead. Also exposed as the
extrude_image MCP tool.analyze flags: --profile mobile-hero|desktop-hero|product-configurator,
--json, --no-topology. Exits non-zero when the asset is over budget β wire
it into CI like a linter. optimize flags: --target <tris>, --lods a,b,
--no-textures, --no-compress.
Measured on the included Meshy 7 fixture (4K textures, 1.99M tris): 89.4MB β 5.5MB (93.8% smaller), score 25 β 100, ~7s. Pipeline: dedup β weld β meshopt-simplify to budget (error ladder) β fill missing normals β texture resize + WebP (normal maps near-lossless) β prune β EXT_meshopt_compression.
| package | purpose |
|---|---|
@glbforge/core | pure analysis library: stats, topology, rules, budgets |
glbforge (CLI) | glbforge command-line interface |
@glbforge/meshy | typed Meshy REST client: tasks, polling w/ backoff, downloads |
@glbforge/mcp | MCP server: analyze_glb, optimize_glb, meshy_create_task/status/download, list_profiles |
.mcp.json registers the server for Claude Code automatically (build first:
pnpm build). For other clients:
Generation tools are deliberately split into create/status/download β Meshy tasks take minutes, and agents poll at their own pace instead of holding a tool call open.
Copy .env.example to .env and set MESHY_API_KEY (gitignored, loaded
automatically, never overrides real env vars). Or keep it out of files
entirely via macOS Keychain:
Full loop, one command:
True imageβ3D via open weights on GPU inference β often 5-25x cheaper
than commercial generation. Set FAL_KEY (https://fal.ai/dashboard/keys):
The studio's generate panel picks up every configured provider automatically (Meshy + the open trio side by side, with per-model credit costs in hosted mode).
perf/* budget violations fail the build; geo/*, topo/*, mat/*,
tex/*, scene/* describe defects typical of AI-generated assets, each with
a concrete fix. See packages/core/src/rules.ts.
@gltf-transform + meshoptimizer β native to glTF, no
lossy DCC round-trip, installable via npx, CI-friendly. Ops are designed
as pluggable backends so Blender-only capabilities (retopo, UV unwrap,
baking) can be added later without changing the CLI surface.mobile-hero etc.). Determinism makes it automatable.fixtures/veiled-guardian.glb β Meshy 7 High-Detail geometry-stage export
(1.99M tris, POSITION-only, 34MB). Welded + manifold; tests assert we don't
cry wolf.fixtures/veiled-guardian-tex4k.glb β same asset after the 4K texture stage
(89MB). Its 77k position-duplicate vertices are UV-seam splits, not waste;
the topo/unwelded rule distinguishes these (regression-tested).No reviews yet β be the first to share how this listing worked for you.
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