PLATEAU 3D city data as scene-editing and glTF export tools for creative LLM agents.
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.
An MCP server that turns Project PLATEAU's 3D city data into scene-editing and glTF export tools for creative LLM agents.
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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.
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 β€ 1 kmΒ² (β40% 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.
| Tool | Purpose |
|---|---|
download_area | Fetch + 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_area | Load a city + bbox + LOD into a new scene_id. |
filter_buildings | Query building_uid[] inside a scene by height / year / use / zoning / flood depth. |
delete_buildings | Counterfactual edits β mark buildings as removed. |
extrude_buildings | Scale heights by a factor. |
compose_scene | Set render hints (time of day, weather, camera). |
export_glb | Emit 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_pois | Associate buildings with nearby OSM POIs (Overpass). |
get_attribution | Full dataset / license / URL metadata for a scene. |
render_via_blender | Export 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.
There are two ways to get city data in place.
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:
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, β€ 1 kmΒ² / β€ 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:
If you already have plateau-bridge's out_<city>/ outputs, point straight at them:
Smoke run without an MCP client:
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: β€ 1 kmΒ² bbox and β€ 5000 buildings for single_glb. Larger scenes return EXPORT_LIMIT_EXCEEDED with a suggestion to switch to scene_manifest.No reviews yet β be the first to share how this listing worked for you.
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