Blender integration through the Model Context Protocol
Ludo AI Game Assets is installed from its publisher's own source and answers where it runs, so this marketplace is not in the path of a single call. There is no address here to send one to, and a panel that pretended otherwise would be showing you an answer we made up. Install it and call it from your own client — the Installation tab has the entry for each one.
What it does
Generate game assets with AI: sprites, animations, 3D models with rigging, video, music, SFX, voices
Quickstart
# 1 — add it to Claude Code
claude mcp add --scope user --transport http ludo-ai-game-assets-mcp https://mcp.ludo.ai/mcp
# 2 — ask your agent for something these tools do
# validateApiKeyEndpoint, createImage, generateWithStyle and 29 more
Ludo AI Game Assets costs nothing on mcprush: there is no plan to choose here, no cap to set and nothing mcprush can bill you for.
Collected from a public index. Nobody has claimed this account, so nothing here was written by its author — claim it if it is yours.
Where are you running it?
Every route below installs the same thing and ends at the same approval screen. Nothing here runs on your machine and nothing runs on ours: this server answers at its publisher’s own address, and what you install is the connection straight to it.
This is a public server: it answers at its publisher’s own address and this marketplace is not in the path. Claude Code registers it in one command; --scope user makes it available in every project. The transport below is http, as the publisher's own manifest declares it.
claude mcp add --scope user --transport http ludo-ai-game-assets-mcp https://mcp.ludo.ai/mcpReconnect, or start a new session, and the tools appear in the model’s tool list.
One config entry pointing straight at the publisher’s own address — this marketplace is not in the path, and nothing from this listing executes on your machine.
32 tools, with what each one reads, writes and reaches shown before you agree — the same list on every route above. Read the tool surface.
Tool surface
What the model actually sees. Descriptions are diffed on every release — see version history.
Validates an API key. Returns 200 if valid, 403 if invalid.
No parameter schema on file.
Generate game-art images from a text prompt alone, selecting an image_type (e.g. sprite) and optionally art_style, perspective, and aspect_ratio. Synchronous: the call blocks until generation finishes and returns an array of image results, each with a url; request n (1-8) to control how many variations come back. Because it generates purely from text it takes no source image, so there is no upload
No parameter schema on file.
Generate new images that match the visual style of a reference image: supply a style_image (URL or base64) plus a text prompt describing what to create and an image_type (defaults to sprite). Synchronous: the call blocks and returns an array of image results, each with a url; request n (1-4) to control the number of variations. The style_image is uploaded and validated, and an image larger than 15
No parameter schema on file.
Modify an existing image according to text instructions: supply a source image (URL or base64) and a prompt describing the changes (e.g. "add clouds", "warmer color scheme"), with an optional reference_image for extra style or content guidance. Synchronous: the call blocks and returns an array of image results, each with a url; request n (1-4) to control the number of edited variations. Provided i
No parameter schema on file.
Animate a static sprite into a spritesheet driven by a motion text prompt (image-to-spritesheet): supply an initial_image (URL or base64) plus a motion_prompt like "walking" or "attack slash", and optionally a final_image to interpolate between a start and end frame. For animations driven by up to three keyframes (including a middle frame), use animateSpriteKeyframes instead. Synchronous: the call
No parameter schema on file.
Animate a sprite through up to three fixed keyframes — initial_image, middle_image and final_image (each a URL or base64) — producing a spritesheet that interpolates through the provided frames in order. At least one of initial_image or middle_image is required (a final_image alone has nothing to anchor the animation); any keyframe may be omitted. The motion_prompt is optional here — when omitted,
No parameter schema on file.
Re-pose an existing sprite into a new target pose while preserving the character, taking a source image (URL or base64), a pose name (or "Other" with a free-text description), and an optional n (1-4) for how many variations to produce. Only works with sprite image types (not icons, screenshots, etc.). Synchronous: the call blocks and returns an array of pose results, each containing the generated
No parameter schema on file.
Re-render an existing sprite from a different camera viewpoint while keeping the same character and pose, taking a source image (URL or base64), a required camera_rotation azimuth (one of 0, 45, 90, 135, 180, -135, -90, -45 degrees), an optional camera_elevation (0, 30, or 60 degrees; omit to keep the current elevation), and an optional n (1-4) for the number of variations. Only works with sprite
No parameter schema on file.
Transfer motion from a reference video or a named animation preset onto a static sprite image, producing an animated spritesheet that mimics the reference movement. Provide the sprite as image (URL or base64) plus either a video URL or a preset_id together with perspective and direction. Synchronous: the call blocks and returns a single sprite result directly (spritesheet URL, plus optional GIF, i
No parameter schema on file.
List the available animation presets along with their perspectives and the eight supported compass directions (N, NE, E, SE, S, SW, W, NW). Synchronous GET with no request body: it returns an animations array (each with id, name, category, description, duration, preview_url, and — when the preset can be retargeted onto a rigged 3D model — clip_url), a deduplicated perspectives array, and the direc
No parameter schema on file.
Edit a previously generated spritesheet: re-prompt its underlying animation (edit_mode "prompt"), extend the frame beyond its borders ("outpaint"), or repair a bad loop ("fix_loop"). Pass the spritesheet_url you received from animateSprite, transferMotion, or an earlier edit — it must be a spritesheet you generated within the last 7 days; arbitrary external images are not accepted. A `prompt
No parameter schema on file.
Generate a short video clip from a source image and a motion text prompt (image-to-video). Synchronous: the call blocks until rendering finishes and returns the video URL and its actual duration in seconds — there is no separate polling step. Optionally pass final_image to interpolate between a start and end frame. The chosen model and duration must be compatible (incompatible combinations r
No parameter schema on file.
Generate a video from 1-5 reference images and a text prompt (references-to-video). Unlike createVideo, which animates a single source image, this composes a new scene that borrows characters, objects, and style from the reference images. Each image can be a URL or base64. Synchronous: the call blocks until rendering finishes and returns the video URL and its actual duration in seconds. Choose the
No parameter schema on file.
Edit a previously generated video with a text prompt and optional reference images (video-to-video). Pass the video url you received from createVideo, createVideoFromReferences, or an earlier edit — it must be a video you generated within the last 7 days; arbitrary external videos are not accepted. Optionally add up to 5 reference images (URL or base64) to guide the edit. Synchronous: the
No parameter schema on file.
Upscale a previously generated video to twice its resolution (2x). Pass the video url you received from createVideo, createVideoFromReferences, or editVideo — it must be a video you generated within the last 7 days; arbitrary external videos are not accepted. Only videos below 960x960 pixels can be upscaled (larger sources are rejected). Synchronous: the call blocks until upscaling finishe
No parameter schema on file.
Remove the background from a single image, returning the subject isolated on a transparent background. Supply the source image (URL or base64); optionally set crop to trim the result to the content, and creative_edit (default true) for higher-quality output that may not match the input pixel-for-pixel. Synchronous: the call blocks and returns a single image result with a url (not an array). The im
No parameter schema on file.
Convert a single source image into a textured 3D model (image-to-3D). Synchronous: the call blocks while the mesh is generated, decompressed, and re-uploaded, then returns a downloadable GLB model_url plus an array of snapshot image URLs rendered from different angles (handy for previews). Accepts optional mesh controls: target_num_faces (max triangle count, 1000-200000, default 50000), texture_si
No parameter schema on file.
Rig a 3D model: generate a skeleton and skin weights for an existing GLB so it can be animated. Accepts a URL or base64-encoded GLB in model. Synchronous: the call blocks while the rig is generated, then returns a downloadable model_url for the rigged GLB. rig_type selects the skeleton prior — general (default, any asset), humanoid (anime-style characters), game (classic game-character rigs),
No parameter schema on file.
Generate text-driven skeletal animations for an already-rigged 3D model. Pass the rigged GLB in model (URL or base64) and a motion prompt (e.g. "walking", "swinging its axe"). The model must already have a skeleton — rig it first via the rig endpoint if not. Synchronous: returns num_variants candidate animations (default 4), each a standalone animation-only GLB (skeleton + one clip, no mesh) i
No parameter schema on file.
Apply a curated animation preset to an already-rigged 3D model (retargeting). Pass the rigged GLB in model (URL or base64) and a preset_id from the animation presets list (see the spritesheet animation-presets endpoint) — only presets that expose a clip_url can be applied to a 3D model. The model must have a humanoid-template rig (rig it with rig_type humanoid_template or humanoid_template_h
No parameter schema on file.
Produce a short sound effect (SFX) from a text description, such as "laser gun firing" or "footsteps on gravel". Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. The description field is required, duration is capped at 10 seconds (0 means auto-pick based on the description), and you may set loop to true fo
No parameter schema on file.
Produce a looping background ambiance soundscape from a text description, such as "windy forest at dusk" or "busy tavern interior". Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. The description field is required and duration is capped at 10 seconds (0 means auto-pick based on the description). Credits a
No parameter schema on file.
Produce a piece of music from a text description, such as "epic orchestral battle theme" or "calm piano melody", with optional lyrics. Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. The description field is required; duration must be one of the allowed values (0 means auto, otherwise multiples of 10 up t
No parameter schema on file.
Remix an existing audio sample (a sound effect, ambiance, or music clip) into a variation guided by a text prompt, for example turning a track into an 80s synthwave or metal version. Both the sample and the prompt are required; the sample is uploaded as a URL or base64 audio and must be at most 15MB or the call returns HTTP 400, and duration must be one of the allowed values (0 means match the sou
No parameter schema on file.
Design a new voice from a character description (such as "deep-voiced warrior" or "cheerful young girl") and have it speak a short line of text, returning a sample of that newly created voice. Both voice_description and text are required, the spoken text is limited to 200 characters or the call returns HTTP 400, and type selects "human" or "non-human" voices. Synchronous: the call blocks until gen
No parameter schema on file.
Convert text to speech by cloning the voice from an audio sample you provide (voice-cloning text-to-speech). Both text and sample are required; the text is limited to 1000 characters and the sample is supplied as a URL or base64 audio that must be at most 15MB, with violations returning HTTP 400. Synchronous: the call blocks until generation finishes and returns a single audio result containing a
No parameter schema on file.
Convert text to speech using a named built-in preset voice, with optional emotion and language settings. Both text and voice_preset_id are required and the text is limited to 1000 characters; invalid input returns HTTP 400. Synchronous: the call blocks until generation finishes and returns a single audio result containing a URL; there is no separate polling step. Credits are charged on success. Us
No parameter schema on file.
List images you previously generated through the API, most recent first. This is a free read-only history lookup (no credits, no generation); it does not create anything. Pass an optional request_id query parameter to return only the results tagged with that id when you originally called createImage, editImage, generateWithStyle, generatePose, rotateSprite, or removeBackground. Requires an API key
No parameter schema on file.
List spritesheets you previously generated through the API, most recent first. This is a free read-only history lookup (no credits, no generation); it does not create anything. Pass an optional request_id query parameter to return only the results tagged with that id when you originally called animateSprite or transferMotion. Requires an API key (user scope).
No parameter schema on file.
List videos you previously generated through the API, most recent first. This is a free read-only history lookup (no credits, no generation); it does not create anything. Pass an optional request_id query parameter to return only the results tagged with that id when you originally called createVideo. Requires an API key (user scope).
No parameter schema on file.
List audio clips you previously generated through the API, most recent first. This is a free read-only history lookup (no credits, no generation); it does not create anything. Pass an optional request_id query parameter to return only the results tagged with that id when you originally called createSoundEffect, createAmbiance, createMusic, createAudioTransform, createVoice, createSpeech, or create
No parameter schema on file.
List 3D models you previously generated through the API, most recent first. This is a free read-only history lookup (no credits, no generation); it does not create anything. Pass an optional request_id query parameter to return only the results tagged with that id when you originally called create3DModel. Requires an API key (user scope).
No parameter schema on file.
- Every tool — any call limit is its publisher’s, not ours
- No card, and mcprush charges nothing for it
- Runs at its publisher’s own address — this marketplace is not in the path
- Nothing to cap, because mcprush bills nothing
What counts against your monthly calls
| Tool | Unit | Calls used | Out of the allowance |
|---|
Nothing here is billable: mcprush charges nothing to install Ludo AI Game Assets or to call it, at any volume.
Two independent axes, because powerful and malicious are different questions. The grade is threat only. The capability level is blast radius, and it is never a penalty on the grade — it is priced as one subtract-only term in the score, where you can see it.
This listing is an address its publisher runs, and you connect to it directly — this marketplace is not in the path. The scanner reads packages and public source, and an address is neither. So there is no grade — not a withheld one, an unmeasured one.
Release history
This is an address its publisher runs: which release it serves is theirs to choose, so there is nothing here to pin. The history below is for reading; the current release on file is 0.15.0.
No release note was published with this version.
One review per account, from a signed-in account that does not publish this listing. Nothing else is asked — you can say what you think before you install it. Publishers can reply once per review, and a review can be edited or deleted by whoever wrote it.
Any signed-in account that does not publish Ludo AI Game Assets can review it, once — before installing it or after. A review from an account that has installed it is marked as one.
Nobody has reviewed this listing. The rating on the card is the mean of the reviews written here and nothing else, so there is no rating until somebody writes the first — which takes a signed-in account that does not publish it, and nothing else.