Thrixel MCP Server

3D Creation for Agentic Workflows

Connect Thrixel to Claude Code, Codex, Cursor, or any other agent that supports MCP connections. The agent can then generate 3D models from text or images, edit individual parts, optimize them for a game engine, and publish games online.

MCP Tools

Generating models

thrixel_create_model
Builds a model from a text description or reference images. Each part, like a wheel, door or sail, is a separate named piece that can be moved or animated on its own.
thrixel_sculpt_model
Better for characters, creatures, plants, and anything starting from a photo. Produces a single detailed, textured mesh.
thrixel_generate_image
Creates concept images so the agent can settle on a look before generating any 3D. Building several models from the same image keeps them consistent.

Checking and editing

thrixel_inspect_model
Lists a model's parts and triangle counts, along with a rendered preview.
thrixel_edit_model
Changes specific parts of a model from a text instruction and leaves everything else as it was.

Getting models game-ready

thrixel_detail_model
Adds high-resolution geometry and PBR textures. It is the last step, since a detailed model can't be edited further.
thrixel_retexture_model
Applies new textures without changing the model's shape.
thrixel_group_parts
Merges the parts that don't need to move into one mesh, which cuts down on draw calls in the engine.
thrixel_reduce_triangles
Brings a model down to a target triangle count and keeps its texture.

Projects and publishing

thrixel_start_project
Keeps all the assets for one game together in a folder in your Thrixel account, where they can be viewed and edited in the web app.
thrixel_add_project_source
Saves rules, like a triangle budget or an art style, that apply to every model generated in the project.
thrixel_publish_game
Publishes a finished web game to its own Thrixel World link, with a cover image, preview clip and controls displayed. Also can be used to update a previously published game.

Example Workflows

/thrixel:build-world make a kart racer in three.js on a desert canyon track

Building a game with Build World

The Build World skill gives the agent a complete process for making a game. It plans the project, generates the assets with Thrixel, and tests the game as it goes. It supports Three.js, Unity, Roblox and Unreal Engine, and publishes Three.js and Unity games to thrixel.world.

replace the placeholder cubes in the level with real models

Adding models to an existing project

Thrixel's MCP can also be used to add or modify assets in an existing project. The agent can generate missing models, reduce them to fit the triangle budget, and adds them to the scene.

the market stalls look worse than the reference, fix them

Improving assets in a gauntlet loop

In a gauntlet loop, a critic agent compares the game to a reference and sends back feedback. Since Thrixel models can be edited part by part, the agent can address specific areas of critique without regenerating entire models.

Setup

1 Log into or sign up for Thrixel from a terminal.

uvx thrixel-mcp@latest login
Don't have uv installed?

macOS and Linux

curl -LsSf https://astral.sh/uv/install.sh | sh

Windows (PowerShell)

irm https://astral.sh/uv/install.ps1 | iex

Then open a new terminal and run the login command.

2 Add the server to your coding agent.

claude mcp add --scope user thrixel -- uvx thrixel-mcp@latest
codex mcp add thrixel -- uvx thrixel-mcp@latest

Add this to ~/.cursor/mcp.json, creating the file if it doesn't exist:

{
  "mcpServers": {
    "thrixel": {
      "type": "stdio",
      "command": "uvx",
      "args": ["thrixel-mcp@latest"]
    }
  }
}
gemini mcp add -s user --trust thrixel uvx -- thrixel-mcp@latest

Thrixel's tools will be available after starting a new agent session.
Details for each agent can be found in the full setup guide.