PicoBerry MCP Server

PicoBerry MCP Server

Enables generating game-ready 3D models, images, and animations from any MCP client via PicoBerry's multi-engine API.

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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:

  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, 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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