mcpField
W
Weapon Lab

Weapon Lab

Local
github.com/hpdkhoaDeveloper Tools2Updated 1d ago

About Weapon Lab

Weapon Lab is an MCP server for finding and fixing first-person weapon presentation bugs across a game's weapons. It relies on a game-specific probe for measurements, then uses cases and a Gate to judge proposed changes against targets and a baseline.

Key features

  1. 01Case-based weapon bug tracking
  2. 02Probe-driven measurements and fix trials
  3. 03Gate verdicts against targets and baseline
  4. 04Rig and motion analysis tools
  5. 05Gun model rigging, building, and verification

Use cases

  1. 01Find hand, magazine, or weapon-pose errors
  2. 02Test a proposed fix across weapon cases
  3. 03Rig and verify weapon models and action clips

MCP support

Exposes tools for probes, cases, Gate decisions, rig and motion analysis, weapon model workflows, and blueprint-based modeling to MCP clients.

Configuration

Local server config is the same for every client. Copy it into your client’s MCP config file.

mcp.json · Universal config
{
"mcpServers": {
"hpdkhoa-weaponlab": {
"command": "uvx",
"args": [
"weaponlab-mcp"
],
"env": {
"WEAPONLAB_PROJECT": "<WEAPONLAB_PROJECT>",
"WEAPONLAB_BLENDER": "<WEAPONLAB_BLENDER>"
}
}
}
}
Run commanduvx weaponlab-mcp
Environment variables to set
WEAPONLAB_PROJECTThe project folder holding weaponlab.json; the current folder if not set
WEAPONLAB_BLENDERBlender's executable for Motion Lab, if it is not on the PATH or in the usual install folder

Local servers need a runtime on your machine (e.g. Node.js 18+). Config file locations differ by client; see your client’s docs.

Packages
pypiweaponlab-mcp0.1.0

Tools

30

Saved tool list · updated 2w ago

This tool takes no parameters.

Details

From the project README

Weapon Lab

First-person weapon bugs fixed once per kind, then for every weapon, behind a gate.

license: MIT Python 3.10+ PyPI: weaponlab-mcp MCP Registry: weaponlab-mcp Blender: 4.4+ (Motion Lab) tools: 67 probe contract: v1

An MCP server that finds and fixes first-person weapon bugs behind a gate: hands off the gun, a magazine crooked in its well, a blade held wrong, arms covering the screen.

Each bug becomes a case: a metric, a weapon, an action and a pass rule. Your game's own probe measures the weapons. The Gate passes a change only when its target cases pass and nothing else got worse. Fix each kind of bug once, then check every weapon with it.

Weapon Lab never runs your game itself. You write a small probe for your engine that follows the probe contract: a job file in, a rows file out. Everything else works on what the probe writes back.

What it does

GroupToolsWhat for
Gategate_run, gate_verdict, gate_propose, gate_approve, gate_set_baseline, gate_cases, ...Keeps the bugs as cases, measures, compares against a baseline, judges a change, records a person's approval.
Probeprobe_run, probe_plan, probe_statusStarts your game's probe. Tries a fix before it is written: tuned fields, staged assets, screenshots, parts dumps.
Rig Labrig_pieces, rig_facts, rig_align, rig_part_line, rig_fistReads the posed weapon from a parts dump: its pieces, real-world facts (the magazine behind the barrel), a magazine's line into its well, a hilt in the fist.
Motion Labmotion_roll, motion_roll_profile, motion_roll_set, motion_track, motion_renderRebuilds clips in Blender: turns a hand about its forearm inside the forearm's range, puts a sliding part back on its axis.
Specsspec_list, spec_read, spec_validate, spec_writeOne file a weapon: marks (grip, support), anchors (pieces to find), facts, limits.
Contractcontract_checkChecks a probe's job, rows or parts dump.
Gun Kitgunkit_inspect, gunkit_draft, gunkit_from_modellab, gunkit_proxy, gunkit_rig, gunkit_build, gunkit_verify, gunkit_export, gunkit_cases, gunkit_actions, gunkit_actionTakes any gun model to the game: rigs it for one of 18 actions, makes its own clips and the hand clips on one shared pair of arms, checks them, stages the files. See docs/GUNKIT.md.
Blueprint Labblueprint_source_add, blueprint_scan, blueprint_specs, blueprint_figure_add, blueprint_calibrate, blueprint_trace, blueprint_part, blueprint_check, blueprint_build, blueprint_to_gunkit, ...Makes a real gun's visual copy from its public sources (manuals, patents, photos): facts from the data tables, outlines traced from scaled figures, a blueprint with the source of every number, the model built in Blender. See docs/BLUEPRINT.md.

Try it on the demo

The demo is a toy game with two planted bugs and a probe in about 150 lines. It needs no engine.

pip install -e .
cd examples/demo
weaponlab gate run probe,rig

(python -m weaponlab works the same when pip's scripts folder is not on your PATH.)

The rifle's left hand misses its handguard by 3.75 cm. The knife's hilt lies 90 degrees across the fist. tests/test_demo.py walks the whole loop: measure, find the fix, try it by tune, judge it.

Use it in your game

  1. weaponlab init in your project. It writes weaponlab.json and empty data files.
  2. Write your probe from the contract, starting from examples/demo/probe/demo_probe.py. Set its command in weaponlab.json.
  3. List your weapons in weaponlab/data/weapons.json and their actions in actions.json.
  4. Add a case for each bug you know. Measure everything once and set the baseline.
  5. Fix through the loop: try by tune or staging, look at the screenshots, propose, approve, import.

Check your probe on its own with weaponlab contract job|rows|parts <file>.

Add it to an MCP client

{"mcpServers": {"weaponlab": {"command": "weaponlab-mcp", "env": {"WEAPONLAB_PROJECT": "C:/path/to/your/game"}}}}
SettingMeaning
WEAPONLAB_PROJECTThe project folder with weaponlab.json. The current folder by default.
WEAPONLAB_BLENDERBlender, for Motion Lab. Found on the PATH or in the usual install folders otherwise.

Requirements

  • Python 3.10 or later.
  • Blender 4.4 or later for Motion Lab and renders. Nothing else needs it.
  • Hand bones named as Unreal's mannequin names them (hand_r, index_01_r, lowerarm_r) for the fist measure and the forearm roll.

Where it came from

Weapon Lab is the general part of the tools built for ToangTown, an Unreal 5.8 game with 46 weapons. Its first probe is ToangTown's. The contract's lessons come from that probe. Pose Lab (poselab-mcp) answers the body's side: clipping, the view, a grip solver. The Gate can use it as a provider.

License

MIT

Comments

Markdown supported

New to MCP?

From what the protocol is to installing your first server, these answers cover most first questions.

An open protocol that defines how AI applications connect to external tools and data in a uniform way. Clients talk to the model; MCP servers provide tools, resources and prompt templates. They exchange standard messages, so one server can be reused by many clients.