Make AI-generated 3D assets web-ready. Analyze against performance budgets, auto-optimize (weld, simplify, WebP/KTX2, LOD chains), extrude logos/SVGs into 3D, export print-ready STL, scaffold React Three Fiber viewers — as a CLI and an MCP server for AI agents. Works with Meshy and any glTF/GLB. → glbforge.dev
- ✓Open-source license (MIT)
- ✓Actively maintained (<30d)
- ✓Clear description
- ✓Documented (README)
git clone https://github.com/glbforge/glbforge{
"mcpServers": {
"glbforge": {
"command": "node",
"args": ["/path/to/glbforge/dist/index.js"]
}
}
}Resumen de MCP Servers
# GLBForge — the web-readiness layer for AI-generated 3D **glbforge.dev** · raw AI mesh in, shipped asset out Makes AI-generated 3D assets (Meshy, etc.) actually shippable on the web: **analyze → optimize → scaffold a viewer**, with performance budgets as a CI-able contract. ## Status - ✅ `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) - ✅ MCP server wrapping all of the above (`@glbforge/mcp`, 8 tools) - ✅ **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. Also exposed as the `extrude_image` MCP tool. ## Usage ```bash pnpm install && pnpm build node packages/cli/dist/index.js analyze fixtures/veiled-guardian.glb --profile mobile-hero node packages/cli/dist/index.js optimize fixtures/veiled-guardian-tex4k.glb -o out.web.glb --lods 40000,10000 node packages/cli/dist/index.js scaffold out.web.glb -o viewer && cd viewer && pnpm install --ignore-workspace && pnpm dev node packages/cli/dist/index.js ui model.glb # GLBForge Studio on localhost:5177 ``` `analyze` flags: `--profile mobile-hero|desktop-hero|product-configurator`, `--json`, `--no-topology`. Exits non-zero when the asset is over budget — wire it into CI like a linter. `optimize` flags: `--target <tris>`, `--lods a,b`, `--no-textures`, `--no-compress`. Measured on the included Meshy 7 fixture (4K textures, 1.99M tris): **89.4MB → 5.5MB (93.8% smaller), score 25 → 100, ~7s.** Pipeline: dedup → weld → meshopt-simplify to budget (error ladder) → fill missing normals → texture resize + WebP (normal maps near-lossless) → prune → EXT_meshopt_compression. ## Packages | package | purpose | |-------------|------------------------------------------------------| | `@glbforge/core` | pure analysis library: stats, topology, rules, budgets | | `glbforge` (CLI) | `glbforge` command-line interface | | `@glbforge/meshy` | typed Meshy REST client: tasks, polling w/ backoff, downloads | | `@glbforge/mcp` | MCP server: analyze_glb, optimize_glb, meshy_create_task/status/download, list_profiles | ## MCP server `.mcp.json` registers the server for Claude Code automatically (build first: `pnpm build`). For other clients: ```bash claude mcp add glbforge -- node /path/to/XUI/packages/mcp/dist/index.js ``` Generation tools are deliberately split into create/status/download — Meshy tasks take minutes, and agents poll at their own pace instead of holding a tool call open. ## Meshy API key Copy `.env.example` to `.env` and set `MESHY_API_KEY` (gitignored, loaded automatically, never overrides real env vars). Or keep it out of files entirely via macOS Keychain: ```bash security add-generic-password -a "$USER" -s meshy-api-key -w # ~/.zshrc: export MESHY_API_KEY=$(security find-generic-password -s meshy-api-key -w) ``` Full loop, one command: ```bash node packages/cli/dist/index.js meshy image art.png --pbr --optimize -p mobile-hero -o hero.glb ``` ## Open-model generation (fal.ai) True image→3D via open weights on GPU inference — often 5-25x cheaper than commercial generation. Set `FAL_KEY` (https://fal.ai/dashboard/keys): ```bash node packages/cli/dist/index.js gen photo.png --model hunyuan --optimize # Hunyuan3D-2 node packages/cli/dist/index.js gen photo.png --model trellis # TRELLIS node packages/cli/dist/index.js gen photo.png --model triposr # fastest ``` The studio's generate panel picks up every configured provider automatically (Meshy + the open trio side by side, with per-model credit costs in hosted mode). ## Rules `perf/*` budget violations fail the build; `geo/*`, `topo/*`, `mat/*`, `tex/*`, `scene/*` describe defects typical of AI-generated assets, each with a concrete fix. See `packages/core/src/rules.ts`. ## Design decisions - **Pure Node/TS, no Blender dependency.** Analysis and (upcoming) optimization run on `@gltf-transform` + `meshoptimizer` — native to glTF, no lossy DCC round-trip, installable via `npx`, CI-friendly. Ops are designed as pluggable backends so Blender-only capabilities (retopo, UV unwrap, baking) can be added later without changing the CLI surface. - **Topology in welded space.** Boundary/non-manifold counts are computed after unifying position-duplicate vertices, so unwelded exports don't produce garbage numbers. - **Budgets are profiles, not advice.** An asset passes or fails a named target (`mobile-hero` etc.). Determinism makes it automatable. ## Fixtures - `fixtures/veiled-guardian.glb` — Meshy 7 High-Detail geometry-stage export (1.99M tris, POSITION-only, 34MB). Welded + manifold; tests assert we don't cry wolf. - `fixtures/veiled-guardian-tex4k.glb` — same asset after the 4K texture stage (89MB). Its 77k position-duplicate vertices are UV-seam splits, not waste; the `topo/unwelded` rule distinguishes these (regression-tested).
Lo que la gente pregunta sobre glbforge
¿Qué es glbforge/glbforge?
+
glbforge/glbforge es mcp servers para el ecosistema de Claude AI. Make AI-generated 3D assets web-ready. Analyze against performance budgets, auto-optimize (weld, simplify, WebP/KTX2, LOD chains), extrude logos/SVGs into 3D, export print-ready STL, scaffold React Three Fiber viewers — as a CLI and an MCP server for AI agents. Works with Meshy and any glTF/GLB. → glbforge.dev Tiene 0 estrellas en GitHub y su última actualización registrada es del 2026-08-21.
¿Cómo se instala glbforge?
+
Puedes instalar glbforge clonando el repositorio (https://github.com/glbforge/glbforge) o siguiendo las instrucciones del README en GitHub. ClaudeWave también te ofrece bloques de instalación rápida en esta misma página.
¿Es seguro usar glbforge/glbforge?
+
Nuestro agente de seguridad ha analizado glbforge/glbforge y le ha asignado un Trust Score de 87/100 (tier: Trusted). Revisa el desglose completo de comprobaciones superadas y flags en esta página.
¿Quién mantiene glbforge/glbforge?
+
glbforge/glbforge es mantenido por glbforge. La última actividad registrada en GitHub es del 2026-08-21, con 0 issues abiertos.
¿Hay alternativas a glbforge?
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Sí. En ClaudeWave puedes explorar mcp servers similares en /categories/mcp, ordenados por popularidad o actividad reciente.
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