Blender integration through the Model Context Protocol
Pixellab Forge 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
MCP server for the PixelLab pixel art generation API
Quickstart
# 1 — add it to Claude Code
claude mcp add --scope user pixellab-forge-mcp '--' npx -y pixellab-forge-mcp
# 2 — ask your agent for something these tools do
# get_balance, get_job_status, list_pending_jobs and 76 more
Pixellab Forge 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. This one runs on your machine: your client starts Pixellab Forge as a process under your own user, with your files and your network, so the tool surface below is what it can do to your computer rather than to a server somewhere else. Its scan result is on the Security tab — read the surface before you approve it.
This is a public server: you run it yourself and this marketplace is not in the path. You need Node.js — the current LTS (24) is the safe choice; npx comes with it. Claude Code registers it in one command; --scope user makes it available in every project. The '--' is in quotes so that PowerShell passes it on.
claude mcp add --scope user pixellab-forge-mcp '--' npx -y pixellab-forge-mcpReconnect, or start a new session, and the tools appear in the model’s tool list.
One config entry your client uses to start the process locally. A local server runs with your file system and your network, which is why it is priced without metering.
79 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.
Get your current PixelLab credit balance
No parameter schema on file.
Check the status of a background job and retrieve its results when complete. All creation tools return a job_id immediately — use this tool to poll for completion and get the generated images/data.
No parameter schema on file.
List background jobs that were started but haven
No parameter schema on file.
List recent job history (completed, failed, and pending). Jobs are pruned after 24 hours.
No parameter schema on file.
Generate pixel art matching a specific visual style from 1-4 style reference images. Use this when you need consistent style across multiple assets. SQUARE images only, 16-512px. Auto-pads to nearest bucket (16/32/64/128/256/512). Variants: 16-32px → 64, 33-64px → 16, 65-128px → 4, 129-512px → 1.
No parameter schema on file.
Generate pixel art UI elements for games — buttons, panels, health bars, inventory slots, icons, frames. Use this instead of generate_image when creating interface/HUD elements. Min 16x16, max 512x512.
No parameter schema on file.
Generate pixel art using the legacy Pixflux engine. 32-400px. Prefer generate_image (v2) for most tasks — use Pixflux only when you need fine-grained control over outline/shading/detail style params, view/direction, or coverage_percentage.
No parameter schema on file.
Generate pixel art using the legacy Bitforge engine. Max 200x200. Prefer generate_image (v2) for most tasks — use Bitforge only when you need inline skeleton keypoints, combined inpainting+generation, or style_image influence control in a single call.
No parameter schema on file.
Generate pixel art using the Pixen engine. Width/height 16-768px each but max area 512x512, and both must be divisible by 4. Supports outline/detail style hints, view/direction, and optional prompt enhancement. A modern alternative to generate_image with finer outline/detail control.
No parameter schema on file.
Generate a seamless/background image using the Pixflux engine. Same parameters as create_image_pixflux but tuned for backgrounds and environments rather than isolated sprites.
No parameter schema on file.
Convert a photograph or regular image into pixel art. Input 16-1280px, output 16-320px. Recommended: output = 1/4 of input size.
No parameter schema on file.
Convert a photograph or regular image into pixel art using the Pro engine. The model derives output size from the input — you only supply the source image and optional style instructions. Higher quality than image_to_pixelart but less manual size control.
No parameter schema on file.
AI-powered resize of a pixel art image to a different resolution while preserving quality. Source and target 16-200px. Best in steps: max 50% shrink or 2x grow per operation.
No parameter schema on file.
Remove the background from a pixel art image (max 400x400).
No parameter schema on file.
Edit an existing animation sequence (2-16 frames) using a text description. 16-256px. Use this to modify animations you already have — to create new animations from scratch use animate_with_text_v2 or animate_character.
No parameter schema on file.
Generate intermediate animation frames between a start and end keyframe. 16-128px. Use this to smooth out animations by adding in-between frames. For full animation creation from a single image use animate_with_text_v2.
No parameter schema on file.
Transfer an outfit/costume from a reference image onto animation frames (2-16 frames, 32-256px). Use this to reskin an existing animation with a different character appearance.
No parameter schema on file.
Create animation using skeleton keypoints for precise joint/pose control. Fixed sizes only: 16, 32, 64, 128, or 256px. Use this when you need exact body positioning per frame. For simpler text-described animation use animate_with_text_v2.
No parameter schema on file.
Legacy animation from text description + reference image. FIXED 64x64 only. Prefer animate_with_text_v2 (any size 32-256px) or animate_with_text_v3 (keyframe-based) for new work. Use animate_character if you already have a saved character ID.
No parameter schema on file.
Keyframe-based animation — provide a first frame and optional last frame, get interpolated animation. Best for precise start/end control. 4-16 frames, max 256px. Pixel budget: W×H×frames ≤ 524,288. Use animate_with_text_v2 instead if you just want to describe an action.
No parameter schema on file.
Estimate skeleton keypoints from a character image.
No parameter schema on file.
Generate 8 directional views from an existing image, style, or concept art. 32-168px. Does NOT create a persistent character — for that use create_character_8dir instead. Methods: rotate_character (from existing sprite), create_with_style (from description), create_from_concept (from concept art).
No parameter schema on file.
Generate 8 directional rotations from a single source frame using the v3 model. Simpler than generate_8_rotations — just provide one image and the model produces all 8 views. Does NOT create a persistent character; use create_character_8dir for that.
No parameter schema on file.
Rotate a single character sprite from one view/direction to another. Fixed sizes only: 16, 32, 64, or 128px. For generating all 8 directions at once use generate_8_rotations or create_character_8dir instead.
No parameter schema on file.
Edit a specific region of a pixel art image using a mask. White mask = generate, black mask = preserve. Image 32-512px, optional context image up to 1024x1024. Preferred over legacy inpaint (which caps at 200px).
No parameter schema on file.
Legacy inpainting using the Bitforge engine. Max 200x200. Prefer inpaint_v3 (up to 512px, better quality). Only use this if you need Bitforge-specific params like style controls or oblique projection during inpainting.
No parameter schema on file.
Edit a single image globally using a text description (e.g.
No parameter schema on file.
Create a TOP-DOWN tileset with base terrain, elevated terrain, and transitions (16x16 or 32x32 tiles). Outputs 16-23 seamless tiles. Use this for RPG/strategy maps. For platformer/sidescroller games use create_tileset_sidescroller. For isometric games use create_isometric_tile or create_tiles_pro.
No parameter schema on file.
Get a previously created tileset by ID.
No parameter schema on file.
List your previously created tilesets with pagination.
No parameter schema on file.
Delete a top-down tileset by ID. For sidescroller tilesets use delete_tileset_sidescroller.
No parameter schema on file.
Create a SIDESCROLLER/PLATFORMER tileset with terrain and transitions (16x16 or 32x32 tiles). Side-view perspective only. Use this for platformer games. For top-down RPG maps use create_tileset instead.
No parameter schema on file.
Get a previously created sidescroller tileset by ID. For top-down tilesets use get_tileset.
No parameter schema on file.
List your sidescroller tilesets with pagination. For top-down tilesets use list_tilesets.
No parameter schema on file.
Delete a sidescroller tileset by ID. For top-down tilesets use delete_tileset.
No parameter schema on file.
Create an isometric tile. Size 16x16 to 64x64 (best quality >24px). For other tile types (hex, octagon, square_topdown) use create_tiles_pro instead.
No parameter schema on file.
Get a previously created isometric tile by ID.
No parameter schema on file.
List your previously created isometric tiles with pagination.
No parameter schema on file.
Delete an isometric tile by ID.
No parameter schema on file.
Create professional tiles. Types: hex, hex_pointy, isometric, octagon, square_topdown. Size 16-128px (32px recommended).
No parameter schema on file.
Get previously created pro tiles by ID.
No parameter schema on file.
List your previously created pro tiles with pagination.
No parameter schema on file.
Delete a pro tile by ID.
No parameter schema on file.
Generate a single-view map object (tree, rock, chest, etc.) with transparent background. Use this for environment/prop assets that don
No parameter schema on file.
Get a map object
No parameter schema on file.
Create a PERSISTENT game character with 8 directional views (N/NE/E/SE/S/SW/W/NW). 32-168px. Returns a character_id for use with animate_character. Use this for top-down or isometric games needing diagonal directions. For 4-direction games use create_character_4dir.
No parameter schema on file.
Animate a SAVED character by ID using a preset animation template (walk, run, attack, etc). Requires a character_id from create_character_4dir/8dir. Uses the character
No parameter schema on file.
Create a character or object using the Pro engine. Output 32-168px. Methods: create_with_style (text-driven, optional style reference_image), create_from_concept (from a concept_image up to 1024x1024), rotate_character. Returns a character_id.
No parameter schema on file.
Create a new state/variant of an existing character by editing it with a text description (e.g.
No parameter schema on file.
Animate a SAVED character by ID with flexible modes. mode=
No parameter schema on file.
List your created characters with pagination.
No parameter schema on file.
Get a character by ID including all directional views and animations.
No parameter schema on file.
Delete a character by ID.
No parameter schema on file.
Download a character as a ZIP file with all sprites and metadata. Saves it to the pixellab-forge-output directory and returns the file path.
No parameter schema on file.
Update tags on a character (max 20 tags, 50 chars each).
No parameter schema on file.
Delete animations from a character. Omit all optional filters to delete every animation; pass animation_type and/or animation_group_id (both shown by get_character) to narrow it, and direction to remove a single direction only.
No parameter schema on file.
Create a persistent single-direction object. Square size 32-256px (default 64). view
No parameter schema on file.
Create a persistent object with 8 directional views. Square size 32-256px (default 64). view
No parameter schema on file.
Animate a SAVED object by ID. mode=
No parameter schema on file.
Create a new state/variant of an existing object by editing it with a text description (e.g.
No parameter schema on file.
From an object that generated multiple candidate frames, keep specific frames (by 0-based index) as completed individual objects. Optionally tag all newly-created objects.
No parameter schema on file.
Dismiss the review state on an object, accepting it as-is without selecting specific frames. Takes no body beyond the object_id.
No parameter schema on file.
List your created objects with pagination.
No parameter schema on file.
Get an object by ID.
No parameter schema on file.
Delete an object by ID.
No parameter schema on file.
Update tags on an object.
No parameter schema on file.
Delete animations from an object. Omit all optional filters to delete every animation; pass animation_type and/or animation_group_id (both shown by get_object) to narrow it, and direction to remove a single direction only.
No parameter schema on file.
List your saved UI panels (newest first), with pagination. Includes ghost rows for panels still generating.
No parameter schema on file.
Get a UI panel
No parameter schema on file.
Permanently delete a UI panel and its backing image files.
No parameter schema on file.
Generate a styled pixel-art font (Pro) from a text description. Produces a glyph atlas plus a ready-to-use TrueType (.ttf) font. Returns a job_id immediately — poll get_job_status for the result.
No parameter schema on file.
Get the status and result of a generate_font_pro job by its job_id. Use this rather than get_job_status for font-pro jobs — they are served from a dedicated endpoint.
No parameter schema on file.
Convert between a bust portrait and a full-body character sprite (Pro). direction=
No parameter schema on file.
Get the status and result of a portrait_character_pro job by its job_id. Use this rather than get_job_status for portrait↔character jobs — they are served from a dedicated endpoint.
No parameter schema on file.
Get the status and result of a vocal_animation job by its job_id. Mouth positions stream in as they are produced (completed_visemes fills up while the job runs). On completion, a character_id job has saved the set onto the character; a portrait job returns the frames in visemes.
No parameter schema on file.
Expand a short character description into a richer, more detailed prompt for create_character_v3. Returns enhanced text — does not generate an image. Use this to preview/refine a prompt before generating.
No parameter schema on file.
Expand a short action description into a richer motion prompt for animate_with_text_v3. Provide the first frame (and optional last frame for interpolation). Returns enhanced text — does not generate frames.
No parameter schema on file.
Expand a short image description into a richer prompt for create_image_pixen. Returns enhanced text — does not generate an image.
No parameter schema on file.
Read a previously saved image from disk and return it as a Base64Image object
No parameter schema on file.
- Every tool, no call limit
- No card, and mcprush charges nothing for it
- Source published under MIT
- Runs on your machine — nothing of it reaches our gateway
- 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 Pixellab Forge 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.
| Term | Level | What it prices | Points |
|---|---|---|---|
| capability-exposure | minimal | capability blast radius (minimal) — client exposure if the model is manipulated | −0 |
| verification-discount | repo | publisher verification (public source) — no provenance, but the source is public and inspectable | −1 |
| coverage-honesty | source | inspection depth (source) — how much of the target the scan could see | −0 |
What the scan could actually read
A grade is only as meaningful as its coverage, so the scanner publishes its own depth before it publishes its result.
No tools were enumerated, so prompt-injection, capability and toxic-flow analysis had no tool surface to inspect. To grade a package’s real runtime tools, scan the running server: --command "npx -y <package>".
Capability — what it could do if the model were manipulated
Tags derived from each tool’s schema and the implementation, not from what the tool calls itself. minimal is the level these add up to.
| Tool | Capability tags | Why the tag was assigned |
|---|---|---|
| No per-tool rows for this release — see the note below. | ||
Toxic-flow graph
The lethal trifecta, checked as a graph rather than as a checklist: untrusted input, a sensitive source and an external sink have to meet before there is a path worth worrying about.
The public result for this release does not print the flow graph, so there is nothing to show here. That is not the same as "no paths were found": what the scan did read is above, under coverage.
Supply chain and provenance
This is the first scan of this surface here, so there is nothing yet to compare it against.
Every result on this tab comes from one deterministic pass over the published package — offline, rule by rule, and auditable line by line above. Same methodology version, same bytes, same score.
Release history
Always latest — the install command names no version, so it installs the newest release when it runs; the current release on file is 1.8.0. Pin a release below and the command asks for exactly that one.
No release note was published with this version.
- The version this listing was on when mcprush began following its releases. The registry was not asked when it shipped, so this row carries no date.
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 Pixellab Forge 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.