Glbforge

Make AI-generated 3D assets web-ready: budgets, SSIM-verified optimization, previews, STL/USDZ.

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Transport
Not stated
Package
—
Registry id
dev.glbforge/glbforge

No install snippet on purpose. A working MCP config is a command, its arguments and an environment block — the last two are where API keys live, so this catalogue never stores them and cannot publish them. Follow the link above for the authors' own instructions.

glbforge.dev · raw AI mesh in, shipped asset out

The deterministic layer after 3D generation, built for agents and CI. Two jobs: the agent's eyes while a mesh is being edited (inspect reads it semantically in tens of milliseconds, diff says what the last edit broke), and the gate before it ships (analyze → optimize → verify, with versioned performance budgets as a CI-able contract and "no visible loss" measured as an SSIM number). Also forges 2D artwork into watertight 3D, routes photographs to generators, and exports GLB / STL / USDZ.

Status

  • ✅ glbforge inspect — the edit-loop read (sub-second): one shell or floating pieces, watertight or holes/overlaps, size in metres, up axis, origin placement, unapplied/mirrored transforms — each finding a versioned rule id (topo/open-edges from core-geometry@1) with measured/heuristic certainty, a likely cause with confidence, and a concrete fix. front is never guessed. Same thing as the MCP inspect tool: call it after every edit.
  • ✅ glbforge diff <before> <after> — what changed since the last edit, including what it broke: per-part size deltas ("'legs' is 30% narrower along X"), triangle and shell deltas, topology regressions (was watertight, now has 3 open loops), origin drift, node transforms, meshes added or removed, and --visual front/side/top/iso SSIM with cameras fixed to the before framing. Same thing as the MCP diff tool.
  • ✅ glbforge analyze — budget report card + named lint rules
  • ✅ glbforge optimize — weld/simplify/LOD/compress to hit the budget
  • ✅ glbforge scaffold — emit a React Three Fiber viewer for the optimized asset
  • ✅ glbforge meshy — generate/download via Meshy REST API (image/text → 3D, --optimize glue)
  • ✅ glbforge ship <input> — one call from a GLB, a logo, or a photo to a budget-gated asset: route (optimize / forge / generate) → analyze → optimize → gate. --json emits the route, the forge's decision and the full optimization report as one document.
  • ✅ MCP server wrapping all of the above (@glbforge/mcp, 27 tools, dev.glbforge/glbforge in the official MCP registry)
  • ✅ GLBForge Studio (glbforge ui) — 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 — deterministic logo/graphic → 3D (no AI, no credits): traces the silhouette (marching squares → Douglas-Peucker → 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 — or, with --matte auto, lifted off their background first (see below). Also exposed as the extrude_image MCP tool.

--matte auto — lift the subject, forge the sticker

From the project's README.