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Plateau Creative MCP

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PLATEAU 3D city data as scene-editing and glTF export tools for creative LLM agents.

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent β€” or use 1-click editor setup below.

Add to CursorAdd to VS Code
Manual Client & Custom JSON ConfigExpand JSON β–Ύ

Client Config & Setup

Choose your client or environment
Target File:~/Library/Application Support/Claude/claude_desktop_config.json
claude_desktop_config.json
{
  "mcpServers": {
    "plateau-creative-mcp": {
      "command": "npx",
      "args": [
        "-y",
        "plateau-creative-mcp"
      ]
    }
  }
}

πŸ’‘ Paste the JSON block into your client's configuration file under mcpServers, then restart the application.

Install Directory Badge Claim listing AlternativesπŸ’» More in Developer Tools

Documentation Overview

Yodo Labs

@yodolabs/plateau-creative-mcp

An MCP server that turns Project PLATEAU's 3D city data into scene-editing and glTF export tools for creative LLM agents.

npm License: MIT Data: CC BY 4.0 Node

English Β· ζ—₯本θͺž

A real Shibuya block loaded from Project PLATEAU and exported by plateau-creative-mcp as a single .glb β€” hundreds of buildings as editable 3D geometry on a scene grid, ready for Blender / Unity / Unreal.
A real Shibuya block β€” loaded from PLATEAU, edited, and exported as one .glb by the export_glb tool, here rendered with three.js. Same geometry your LLM hands off to Blender / Unity / Unreal. Data Β© Project PLATEAU / MLIT (CC BY 4.0).

This server exposes tools. Orchestration is your LLM's job β€” point Claude / Cursor / any MCP client at this server alongside Blender MCP / Unity MCP / Unreal MCP and let it compose the workflow.

PLATEAU has an official MCP server for data access (catalog, specs, CityGML, attributes). This one fills the missing creation, scene-editing, and DCC export layer: load a Tokyo neighbourhood, delete every skyscraper, scale a block to 3Γ— height, and emit a .glb ready for Blender / Unity / Unreal β€” all driven by tool calls.

mermaid
flowchart LR
  CLIENT["Claude / Cursor<br/>(any MCP client)"] -->|tool calls| MCP["plateau-creative-mcp"]
  MCP -->|download_area| DATA["plateau-bridge<br/>artifact index + bundles"]
  MCP -->|"load β†’ filter β†’ edit"| SCENE["scene_id<br/>(in-memory)"]
  MCP -->|export_glb| OUT[".glb + LICENSE.txt"]
  OUT --> DCC["Blender / Unity / Unreal"]

Status

v0.1.0 β€” first public release. 10 MCP tools (incl. on-demand artifact download β€” no data clone needed), polygon footprint extrusion with mesh merging, single-GLB export ≀ 1 kmΒ² (β‰ˆ40% gltf-transform compression) with a scene_manifest 3D Tiles fallback for larger areas, three data-access modes (TS+duckdb artifact / Python subprocess / upstream MCP via JSON-RPC), Overpass POI linking, and an optional cross-MCP bridge to BlenderMCP. Vendor-neutral over MCP β€” Claude, Cursor, any client works.

Tools

ToolPurpose
download_areaFetch + cache a prebuilt city bundle from the plateau-bridge artifact index (resolves the slug, downloads the .tar.zst, verifies sha256, extracts buildings.parquet + manifest.json), so load_area works without cloning the data pipeline.
load_areaLoad a city + bbox + LOD into a new scene_id.
filter_buildingsQuery building_uid[] inside a scene by height / year / use / zoning / flood depth.
delete_buildingsCounterfactual edits β€” mark buildings as removed.
extrude_buildingsScale heights by a factor.
compose_sceneSet render hints (time of day, weather, camera).
export_glbEmit a .glb (single_glb, real geometry from the parquet) or a scene_manifest referencing 3D Tiles. scene_manifest tile enrichment needs locally-built 3D Tiles; downloaded cities get a tile-less manifest (edits + bbox + attribution) plus a tileset_note.
link_buildings_to_poisAssociate buildings with nearby OSM POIs (Overpass).
get_attributionFull dataset / license / URL metadata for a scene.
render_via_blenderExport the scene as GLB and (optionally) bridge to a BlenderMCP-compatible HTTP MCP server via JSON-RPC. Dry-run returns the suggested cross-MCP call sequence instead.

When PLATEAU_UPSTREAM_ENABLED=true, the server also exposes 13 tools proxied from the official Project PLATEAU MCP server: plateau_spec_outline, plateau_spec_read, plateau_get_metadata, plateau_search_areas, plateau_get_area, plateau_search_datasets, plateau_get_dataset, plateau_list_dataset_types, plateau_citygml_get_attributes, plateau_citygml_get_features, plateau_citygml_get_geoid_height, plateau_get_citygml_files, plateau_explain_spatial_id. The LLM client sees 23 tools in a single catalog, with no need to wire two separate MCP servers.

Every tool returns { result, attribution_metadata }. export_glb writes asset.extras.attribution into the GLB and a LICENSE.txt next to it. You must keep that attribution in any derived video, image, or asset.

Quickstart

Terminal
npm install
npm run build

There are two ways to get city data in place.

Option A β€” zero setup (recommended)

Don't clone the data pipeline at all. Out of the box the server reads the public plateau-bridge artifact index, so download_area works with no configuration β€” it fetches the prebuilt bundle for a city, verifies its sha256, and caches it locally:

server.ts
export PLATEAU_AUTO_DOWNLOAD=true     # load_area auto-fetches a missing city (optional)
export PLATEAU_OUTPUT_DIR=./out
npx @yodolabs/plateau-creative-mcp             # stdio MCP server

Call download_area(city="shibuya") once (or set PLATEAU_AUTO_DOWNLOAD=true and just call load_area, which fetches a missing city first). Only buildings.parquet + manifest.json are extracted; bundles cache under PLATEAU_ARTIFACT_DIR (default ~/.cache/plateau-creative-mcp/artifacts), so each city downloads only once. Point PLATEAU_ARTIFACT_INDEX_URL at a different index to use your own mirror.

Downloaded bundles do not include 3D Tiles (they are gigabytes per city). Everything works from the parquet β€” load_area, all edits, and export_glb single_glb (real geometry, ≀ 1 kmΒ² / ≀ 5000 buildings). Only scene_manifest export loses its tile references for downloaded cities (it still emits the edit list, bbox, and attribution, with a tileset_note telling you to narrow to single_glb or run a local build). For full-geometry exports of larger areas, use Option B with a local build.

For Claude Desktop, add to claude_desktop_config.json:

JSON Config
{
  "mcpServers": {
    "plateau-creative": {
      "command": "npx",
      "args": ["-y", "@yodolabs/plateau-creative-mcp"],
      "env": {
        "PLATEAU_AUTO_DOWNLOAD": "true",
        "PLATEAU_OUTPUT_DIR": "/Users/you/plateau-out"
      }
    }
  }
}

Option B β€” bring your own artifacts

If you already have plateau-bridge's out_<city>/ outputs, point straight at them:

server.ts
export PLATEAU_ARTIFACT_DIR=/path/to/plateau-bridge
export PLATEAU_OUTPUT_DIR=./out
npx @yodolabs/plateau-creative-mcp        # stdio MCP server
JSON Config
{
  "mcpServers": {
    "plateau-creative": {
      "command": "npx",
      "args": ["-y", "@yodolabs/plateau-creative-mcp"],
      "env": {
        "PLATEAU_ARTIFACT_DIR": "/path/to/plateau-bridge",
        "PLATEAU_OUTPUT_DIR": "/Users/you/plateau-out"
      }
    }
  }
}

Smoke run without an MCP client:

Terminal
npx tsx scripts/smoke-load-area.ts

Example workflows

1. Cyberpunk Shibuya flythrough (cross-MCP)

Code
load_area(city="shibuya", bbox=[139.6975,35.6555,139.7045,35.6605], lod=2)
  -> compose_scene(time="19:30", weather="rain")
  -> export_glb()              # to ./out/<scene>_v3.glb
=> BlenderMCP: import_glb + cyberpunk shader + render
server.ts
flowchart LR
  LLM(("LLM")) --> A["plateau-creative-mcp<br/>load Β· edit Β· export_glb"]
  LLM --> B["Blender MCP<br/>import Β· shade Β· render"]
  A -->|".glb + sidecar"| B

2. Tokyo without skyscrapers

Code
load_area(...)
  -> filter_buildings({height_min: 100})
  -> delete_buildings(filter={height_min: 100})
  -> export_glb()

3. Office-tower draft (requires zoning fields in the artifact)

Code
load_area(...)
  -> filter_buildings({zoning_use: ["commercial"], far_max_min: 400})
=> SketchUp MCP: design a new building inside those parcels

Architecture

Code
src/
  server/   MCP protocol entry, tool registry, unified envelope
  tools/    10 MCP tool handlers
  schemas/  Zod schemas + JSON Schema export
  scene/    scene_id LRU + lock + optional disk persistence
  data/     Artifact (duckdb) access layer + on-demand bundle downloader
  export/   three.js scene builder + GLTFExporter + manifest fallback
  attribution/  Envelope wrapping, attribution merge
  rateLimit/    Token bucket per (client, tool)
  errors/   Stable error codes + AppError
  config/   Env-driven config
  utils/    ids, bbox, paths, logger
  • scene_id is the only shared state. All mutate / export tools must reference it. IDs are server-generated ULIDs.
  • building_uid is the single canonical reference. No gml_id or batch index alternates.
  • export_glb hard limits: ≀ 1 kmΒ² bbox and ≀ 5000 buildings for single_glb. Larger scenes return EXPORT_LIMIT_EXCEEDED with a suggestion to switch to scene_manifest.
  • Attribution is wrapped at the executor level β€” no handler can return a result without it.

Configuration

Read the full README β†’View source on GitHub β†’

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Reviews

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Frequently Asked Questions about Plateau Creative MCP

Add the following block to your claude_desktop_config.json under mcpServers: "mcpServers": { "plateau-creative-mcp": { "command": "npx", "args": ["-y", "plateau-creative-mcp"] } }

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Technical Specs & Signals

CategoryπŸ’»Developer Tools
More technical detailsExpand β–Ύ
TransportSTDIO
RuntimeNode.js
Last updatedSep 7, 2026
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27Quality signal: Emerging Β· 27/100How this signal is calculated β–Ύ
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Not scored for repo-hosted servers β€” we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership8/20
Documentation & tools11/30
Adoption & activity1/15
Community engagement0/10

A guidance signal from public completeness & health data β€” not a user rating. New listings start lower and rise as they add docs, get verified, and grow adoption. Signals we can't observe for a listing are skipped, not counted against it.

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