PicoBerry MCP Server
Enables generating game-ready 3D models, images, and animations from any MCP client via PicoBerry's multi-engine API.
README
PicoBerry MCP Server
Generate game-ready 3D models, images, and animations 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 (Tripo, Meshy, Hunyuan, …) directly inside your agent.
Unity charges for its MCP behind a subscription. PicoBerry's MCP is free — you only pay for what you generate, per-engine, in credits you can see.
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 https://picoberry.ai → avatar (top-right) → Profile → API Keys → Create key. The key is shown once — copy it immediately. Treat it like a password. (API keys require a paid PicoBerry plan.)
Environment variables
| Var | Required | Default | Notes |
|---|---|---|---|
PICOBERRY_API_KEY |
✅ | — | pb_live_... |
PICOBERRY_API_BASE |
— | https://saas-api.umodeler.com |
point at dev with https://saas-dev-api.umodeler.com |
Tools
| Tool | What it does |
|---|---|
list_models |
Engines + credit cost for a category (3d / image / 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. Pass image_url or a local image_path. |
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:
generate_3d_from_text({ prompt })→ returns an asset{ id }.wait_for_asset({ asset_id: id })→ polls untiltaskStatus === 2(succeeded).- Read the result URL from
files.model(GLB) orfiles.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, game ready") → { 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 URL
Use 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 start
License
MIT
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