picoberry-mcp
PicoBerry MCP server — an AI 3D workspace for games, VR, and beyond. Generate, remesh, texture, and animate 3D assets from any MCP client. Multi-engine, one API.
Documentation
PicoBerry MCP Server
Generate 3D models, images, and animations for game and 3D workflows from any
MCP client — Claude Code, Cursor, Claude Desktop, Cline — with no HTTP glue. A thin
wrapper over the PicoBerry `/v1` API, so you get PicoBerry's
multi-engine pipeline directly inside your agent. Several 3D and image engines
sit behind one API; call `list_models` for the live set and each engine's cost.
Generated assets are drafts — useful for prototyping and iteration, and can be
reviewed or refined for your project.
📖 Full reference: API + MCP docs · PicoBerry API
> There's no separate subscription for the MCP or the API. Generation spends
> the same prepaid PicoBerry credits as the web app, per engine, at rates you can
> read with `list_models` before you spend anything. (Using the API does require
> a completed purchase — see Get an API key.)
Install
No install needed — run it with `npx`:
// Claude Code: .mcp.json · Claude Desktop: claude_desktop_config.json
{
"mcpServers": {
"picoberry": {
"command": "npx",
"args": ["-y", "@picoberry/mcp-server"],
"env": {
"PICOBERRY_API_KEY": "pb_live_xxxxxxxxxxxxxxxx"
}
}
}
}Cursor uses the same shape in `~/.cursor/mcp.json`.
Get an API key
Sign in at , open the **API Keys**
tab in your dashboard, and hit Create key. The key is shown once — copy it
immediately and treat it like a password.
API access needs a completed purchase: a subscription **or a one-off credit
pack**. A purchase entitles you permanently — you don't need a *current*
subscription. (An active paid subscription works too, of course.)
Environment variables
| Var | Required | Default | Notes |
|---|---|---|---|
| `PICOBERRY_API_KEY` | ✅ | — | `pb_live_...` |
| `PICOBERRY_API_BASE` | — | `https://api.picoberry.ai` | leave unset unless you were given a different host |
Tools
| Tool | What it does |
|---|---|
| `list_models` | Engines + credit cost for a category (`3d` / `image` / `parts-board` / `remesh` / `texture` / `animate`). Call before generating — don't hardcode engines. |
| `list_animation_presets` | Animation preset ids (engine-specific), with optional substring filter. |
| `get_credits` | Current credit balance + plan. |
| `generate_image` | Text → image (+ optional reference image URLs). |
| `generate_3d_from_text` | Text → 3D model (GLB). |
| `generate_3d_from_image` | Image → 3D model. Single: `image_url` or local `image_path`. Multi-view (2–4 views, higher fidelity): `image_urls` or `image_paths`, ordered [front, left, back, right] — tripo\*/meshy6/hunyuan-3.x only. |
| `parts_board` | Decompose one image into an exploded parts-board image (server-fixed engine). Input `asset_id`, `image_url`, or local `image_path`; feed the result to `generate_3d_from_image` for a parts-separated mesh. |
| `remesh` | Retopologize an existing 3D asset → new asset. |
| `texture` | Re-texture (PBR) an existing 3D asset → new asset. |
| `animate` | Auto-rig + animate an existing 3D character → new asset. |
| `get_asset` | Status + result URLs for one asset. |
| `wait_for_asset` | Poll until an asset finishes (or times out), then return it. |
| `list_my_assets` | Browse your generated assets. |
| `download_asset` | Export a completed 3D asset (`glb` / `fbx` / `obj`) → signed URL. |
How generation works
Generation is asynchronous:
1. `generate_3d_from_text({ prompt })` → returns an asset `{ id }`.
2. `wait_for_asset({ asset_id: id })` → polls until `taskStatus === 2` (succeeded).
3. Read the result URL from `files.model` (GLB) or `files.image` (PNG).
`taskStatus`: `0` pending · `1` processing · `2` succeeded · `3` failed. Result
URLs are signed and short-lived — download promptly. Errors come back with an
actionable message (e.g. an unknown engine returns the list of valid names).
Example (in an agent)
> "Make a low-poly treasure chest, retopo it to 3k tris, and give me a Unity FBX."
list_models(category="3d") → pick an engine
generate_3d_from_text(prompt="low-poly treasure chest") → { id: A }
wait_for_asset(asset_id=A) → taskStatus 2
remesh(asset_id=A, polycount=3000) → { id: B }
wait_for_asset(asset_id=B)
download_asset(asset_id=B, format="fbx", texture_preset="unity") → signed URLUse it alongside Blender MCP
Run this next to `blender-mcp` and the
agent can generate with PicoBerry, then import into Blender in one flow:
{
"mcpServers": {
"picoberry": { "command": "npx", "args": ["-y", "@picoberry/mcp-server"], "env": { "PICOBERRY_API_KEY": "pb_live_..." } },
"blender": { "command": "uvx", "args": ["blender-mcp"] }
}
}Develop
npm install
npm run build # tsc → dist/
PICOBERRY_API_KEY=pb_live_... npm startRelease
Run Actions → Publish → Run workflow (or push a `v*` tag). It publishes to
npm and then to the official MCP registry, in that order — the registry
validates by fetching the package's npm metadata and matching its `mcpName`
against `server.json`'s `name`, so npm has to land first. A guard step checks
every invariant (name/version agreement, namespace casing, version not already
on npm) *before* anything is published, because npm versions are immutable and a
failed half-publish burns the number.
Bump `version` in both `package.json` and `server.json` (`version` and
`packages[0].version`) — the guard fails the run if they disagree.
One-time setup — no secrets. Both publishes authenticate over the workflow's
GitHub OIDC token (`id-token: write`). There is nothing to store or rotate.
The only step is telling npm to trust this workflow. On npmjs.com go to
@picoberry/mcp-server → Settings → Trusted publishing → GitHub Actions and
enter:
| Field | Value |
|---|---|
| Organization or user | `UModeler` |
| Repository | `picoberry-mcp` |
| Workflow filename | `publish.yml` |
| Environment name | *(leave empty)* |
| Allowed actions | `npm publish` |
The workflow filename must match exactly — it is part of what npm verifies.
The MCP registry needs no setup at all: `mcp-publisher` exchanges the Actions
OIDC token, and the registry grants `io.github./*` from the
token's `repository_owner` claim. That covers `io.github.UModeler/picoberry-mcp`
and avoids the interactive browser login (which additionally requires org Owner).
> Trusted Publishing needs npm >= 11.5.1, so the workflow runs on Node 24
> (npm 11.x). Node 22 still bundles npm 10.9 and would fail — the `node-version`
> pin is load-bearing. A guard step fails the run early if the runner ever ships
> an older npm.
> The namespace is compared byte-exactly — `io.github.UModeler/...`, matching
> the GitHub org's login. A lowercased `io.github.umodeler/...` is rejected 403.
After publishing, claim the Glama listing
— unclaimed servers get limited discoverability, and `awesome-mcp-servers` gates
its PRs on a Glama badge in CI.
License
MIT
Frequently asked questions
What is picoberry-mcp?
picoberry-mcp is PicoBerry MCP server — an AI 3D workspace for games, VR, and beyond. Generate, remesh, texture, and animate 3D assets from any MCP client. Multi-engine, one API.
How do I install picoberry-mcp?
Open the GitHub repository and follow its README. Most MCP servers are added to your client's MCP config, then called by your agent.
Is picoberry-mcp open source?
Yes — it is hosted on GitHub at https://github.com/UModeler/picoberry-mcp and has 1 stars.
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