threenative-animation-mcp 0.0.0-stage → 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +63 -2
- package/dist/client/app.js +59405 -0
- package/dist/index.d.ts +6 -0
- package/dist/index.js +91 -0
- package/dist/server.js +160 -0
- package/package.json +67 -3
package/LICENSE
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MIT License
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Copyright (c) 2026 João Paulo Furtado
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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package/README.md
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#
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# threenative-animation-mcp
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Author, repair and verify character animation through one MCP. Every operation is a build-time
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edit: the input is a GLB, the output is an ordinary GLB, and no game depends on this package at
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runtime.
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```sh
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npx threenative-animation-mcp # stdio MCP server
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npx threenative-animation-mcp --view # the calibrator page, on http://127.0.0.1:4192/pose
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```
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Generating a project with `@threenative/core` installs this server for you; it is wired into the
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project's `.mcp.json` as `threenative-animation`, exactly like the asset, sculpt, engine and Blender
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servers.
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## Tools
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| Tool | Does | State |
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| --- | --- | --- |
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| `animation_inspect` | bones, skeleton landmarks, clips with durations, root-motion travel, in-place detection | shipped |
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| `animation_attach` | prop on a bone with per-clip keyed offsets, baked into a GLB | shipped |
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| `animation_open_view` | the calibrator page, live over the op log | shipped |
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| `animation_auto_rig`, `animation_ik_retarget`, `animation_preview` | the four tools the asset MCP still owns | moved once their code is relicensed |
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| `animation_modify`, `animation_verify` | trim, retime, loop point, mirror, resample, root motion, foot lock; foot skate, ground penetration, loop seam, jitter, bone stretch | phase 2 |
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| `animation_pose`, `animation_bake`, `animation_find_clip` | constraint intents solved into a pose, a pose sequence baked into a clip, Quaternius library search | phase 3 |
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## The op log
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Every change, from an agent or a human in the view, is one JSON op appended to
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`<model>.anim.json` beside the source GLB:
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```json
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{
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"version": 4,
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"host": "public/assets/enemy-terrorist.glb",
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"ops": [
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{
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"op": "attach",
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"attached": "public/assets/weapon-ak47.glb",
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"anchor": { "id": "right-hand", "label": "Right hand", "node": "mixamorigRightHand_035", "source": "detected" }
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},
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{ "op": "key", "clip": "RifleIdle", "time": 0, "attachment": "attached", "transform": { "position": [188.2202, 439.6458, 144.7051], "rotation": [-112.708, -30.378, -45.826], "scale": [34.5157, 34.5157, 31.2312] } }
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]
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}
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```
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Replaying the ops on the source gives a deterministic output GLB, so the log is the git diff, the
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undo stack and the record of what changed. Version 3 pose recipes — the ones the archived
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`@threenative/pose-lab` wrote — load as the same ops and still bake.
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An op whose `attachment` is `detached` releases the prop in that clip. The bake writes no
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attachment track for it: where the prop goes after release is the game's physics, not an offset
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this package can invent.
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## View
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`animation_open_view` starts the recovered Pose Lab page on `127.0.0.1` and returns its URL. A
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human drags the prop into place there; the page records the same ops an agent writes, so the two
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cannot disagree. It is a calibrator for one GLB, not a scene editor.
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## Not this package
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`asset_list_bundle_animations`, `asset_download_bundle_animation` and the `creature_*` tools stay
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in `threenative-asset-mcp`: they download or compile assets and do not edit animation.
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