Rev2D MCP server
Commit 6. Okt. 2026Ermöglicht es AI-Agents, 2D-Rigging und Animationen im Live2D/Spine-Stil über einen deterministischen Headless Renderer zu erstellen, zu rendern, zu messen und zu korrigieren.
Auch bekannt als RevStudio/Rev2D
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Was ist Rev2D MCP?
Rev2D ist ein MCP server. Ermöglicht es AI-Agents, 2D-Rigging und Animationen im Live2D/Spine-Stil über einen deterministischen Headless Renderer zu erstellen, zu rendern, zu messen und zu korrigieren.
Zusammenfassung generiert aus dem README des Projekts
Über Rev2D MCP server
Rev2D ermöglicht es AI-Agents, 2D-Charakter-Rigs für Live2D- oder Spine-ähnliche Animationen zu erstellen und zu verwalten. Dieser MCP server stellt einen deterministischen Headless Renderer bereit, mit dem ein Agent komplexe Rigging-Dateien erstellen, rendern, messen und korrigieren kann, ohne eine GPU oder einen Browser zu benötigen. Da ein Rig als einzelne JSON-Datei behandelt wird, macht das System jeden Parameter, jeden Bone und jede Animationssequenz für die programmatische Steuerung lesbar und beschreibbar.
Entwickler können diesen Server über eine lokale Node.js-Installation mit Claude Desktop, Claude Code oder jedem anderen MCP Client verbinden. Der Server bietet 18 spezialisierte Tools, darunter rev2d_render zum Generieren von PNGs, rev2d_analyze zum Überprüfen von Animationsschleifen mit 60 fps und rev2d_apply_ops für atomare, validierte Edits. Er verfügt außerdem über eine Editor-Bridge, die es einem Agent ermöglicht, einen Live-WebGL2-Editor zu sehen und zu steuern, sodass die KI im selben visuellen Workspace wie ein menschlicher Nutzer arbeiten kann.
Was du damit machen kannst
- 1Automatisiertes Charakter-RiggingEin Agent kann ein neues Charaktermodell aus einer leeren Vorlage oder einer bestehenden Illustration generieren.
Geschrieben aus dem README des Projekts. Jeder Use Case wurde gegen ein Zitat daraus geprüft.
Automatisierte Checks
Geluften am 15. Nov. 2026Vollständiger Bericht →Noch nicht verifiziert. Ein Server benötigt einen Score von 80, keine kritischen Befunde und genug Daten für unsere Prüfung. Wie die Checks funktionieren · Was du für mehr Punkte verbessern kannst
- Source Repository verknüpft und erreichbarrevstudio/rev2d is public and reachablegithub.com/revstudio/rev2d ↗Bestanden
- Paket nennt dieses Repository als QuelleNicht geprüft
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- Open Source Lizenz (OSI)MITspdx.org/licenses/MIT.html ↗Bestanden
- Commit oder Release im letzten JahrLast commit or release 2026-10-06github.com/revstudio/rev2d ↗Bestanden
- OpenSSF ScorecardNicht geprüft
- Package-Name ähnelt keinem populären PackageNicht geprüft
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- Remote-Endpoint beantwortet den MCP-HandshakeNicht geprüft
README
Auf GitHub ansehenLive2D/Spine-style 2D rigging & animation — built for AI agents
English · 한국어
▶ Watch the 1-minute demo · English headlines, Korean captions
What is Rev2D?
- A rig is one JSON file. Parameters, bones, warp deformers, parts, keyform bindings, IK,
physics and layered animations live in one
*.r2d.json, addressed by id, in canvas pixels. You can diff it, review it and generate it. - A deterministic, headless renderer. Pure TypeScript with no GPU and no browser: the same model and inputs always give the same pixels. It renders debug overlays, contact sheets, GIFs and PNG sequences.
- Tools an agent can drive. A 35-command CLI with
--jsonoutput, atomic and validated edit operations, and an MCP server with 18 tools that return renders as images. The whole workflow is in How AI agents use Rev2D. - An avatar from one illustration. Give it one picture: landmarks placed by an agent (or by you, with handles) turn it into a model that blinks, talks, turns its head, breathes and sways its hair. See Avatar from one illustration.
- Spine and Live2D files in and out. Spine skeletons import as models and models export to Spine runtimes; Live2D motions, expressions and physics move both ways. See Spine and Live2D interop.
- A live editor for the human. A React + WebGL2 editor reloads every change the AI writes, and the AI can see and drive the view you are looking at. It can also run Codex or Claude Code itself, in its AI panel.
How AI agents use Rev2D
Rigging tools are built for a mouse and a pair of eyes. Rev2D keeps the concepts of Live2D and Spine and makes each step readable, writable and checkable by a program, so an agent can build a rig and prove it works before it says it is done.
In one line: write the JSON, check it with renders and numbers, fix it with ops, check again. No
human has to look at the pixels for it: the agent sees its results in renders and sheets and
measures them with inspect and analyze.
An agent connects in one of three ways:
| Way in | Use it for | Start here |
|---|---|---|
| MCP server | Claude Code, Claude Desktop and other MCP clients | Connect Claude Code, 18 tools |
| CLI | Any agent with a shell | --json on every command; the guide is AGENTS.md |
| Editor bridge | Working together while a human watches in the editor | rev2d edit, then rev2d editor ... commands or the MCP rev2d_editor_* tools |
The loop
┌──► validate ──► render ──► sheet ──► inspect / analyze ──┐
│ pointers overlays sweeps exact numbers: │
│ + hints + notes overview IK, physics, seams │
└───────────────── fix with atomic ops ◄────────────────────┘
Examples below write rev2d for node bin/rev2d.js (or npx rev2d inside the checkout).
| Step | CLI | MCP tool | What the agent gets |
|---|---|---|---|
| 1. Author | rev2d new hero.r2d.json --template hana, or write the JSON directly |
rev2d_create_model |
a valid starting rig (blank, empty or one of 5 examples) |
| 2. Validate | rev2d validate hero.r2d.json --json |
rev2d_validate |
every problem with a JSON pointer, a stable code and a fix hint |
| 3. Look | rev2d render hero.r2d.json -o out/look.png --overlay bones,warps,labels,grid |
rev2d_render |
a PNG, plus notes when something looks wrong (IK out of reach, physics clamped, parts off-canvas) |
| 4. Sweep | rev2d sheet hero.r2d.json -o out/turn.png --sweep AngleX=-30:30:3 --sweep AngleY=30,0,-30 (or --overview, --anim idle) |
rev2d_sheet |
a parameter range, every parameter, or an animation in one captioned image |
| 5. Measure | rev2d inspect hero.r2d.json --param AngleX=30 --part mouth --json, rev2d analyze hero.r2d.json --anim idle --warmup 8 |
rev2d_inspect, rev2d_analyze |
bone transforms, part bounds, IK reach, physics clamping and loop seams as numbers |
| 6. Fix | rev2d ops hero.r2d.json edits.json --dry-run, then without --dry-run |
rev2d_apply_ops |
a per-op report; nothing is written unless the whole batch applies and validates |
$ node bin/rev2d.js new blob.r2d.json
created blob.r2d.json from template "blank" (512x512; 0 errors, 0 warnings)
$ node bin/rev2d.js ops blob.r2d.json --op '{"op":"add","kind":"parameter","value":{"id":"EyeOpen","min":0,"max":1,"default":1}}' --op '{"op":"bind","target":"part:eye.shape.ry","params":["EyeOpen"],"keys":[{"at":[0],"value":2},{"at":[1],"value":26}]}'
applied 2 ops on blob.r2d.json
ok #0 --op #1 add added parameter "EyeOpen" as /parameters/2 (range 0..1, default 1)
ok #1 --op #2 bind added binding part:eye.shape.ry ← [EyeOpen] as /bindings/3 (2 keyforms)
wrote blob.r2d.json
$ node bin/rev2d.js validate blob.r2d.json
ok blob.r2d.json (0 errors, 0 warnings)
$ node bin/rev2d.js sheet blob.r2d.json -o out/blink.png --sweep EyeOpen=0:1:3 --sweep Lean=-1,0,1 --scale 0.5
wrote out/blink.png (800x848, 9 cells, 3 per row, cell viewBox 0,0,512,512, scale 0.5)
cells: EyeOpen=0,0.5,1 x Lean=-1,0,1
$ node bin/rev2d.js inspect blob.r2d.json --param EyeOpen=0 --part eye --json
{
"time": 0,
"params": { "Lean": 0, "Squash": 0, "EyeOpen": 0 },
"drawOrder": ["body", "eye"],
"properties": { "part:eye.shape.ry": 2 },
"events": [],
"ik": [],
"physics": [],
"parts": [
{
"id": "eye",
"visible": true,
"opacity": 1,
"z": 1,
"bounds": [241, 235, 30, 4],
"center": [256, 237]
}
]
}
$ node bin/rev2d.js analyze blob.r2d.json --anim idle
analysis of idle (2s loop): 120 frames over t=0..2s
PARAMETERS (min..max over the frames, [range])
Lean -0.5..0.5 [-1..1]
Squash 0..0.4 [0..1] reaches min
constant: EyeOpen=1
LOOP SEAM (end of the loop extrapolated to t=2 vs t=0)
parameters and bones close the loop
pixels: 0% differ between t=0 and one loop later (threshold 8, max delta 0)
BOUNDS
visible parts over all frames: [112.9, 126.5, 286.2, 259] (canvas 512x512)
The closed eye is 4 px tall (bounds is x, y, w, h), the sweep sheet shows it at every lean, and
the idle loop closes. Only the "next steps" lines that new prints are left out.
Connect Claude Code (or any MCP client)
claude mcp add rev2d -- node /absolute/path/to/Rev2D/bin/rev2d.js mcp
Add --scope project to share it through the project's .mcp.json:
{
"mcpServers": {
"rev2d": {
"command": "node",
"args": ["/absolute/path/to/Rev2D/bin/rev2d.js", "mcp"]
}
}
}
Any client that starts stdio servers (Claude Desktop, other MCP clients) uses the same command. On
Windows, write the path with forward slashes (C:/Users/me/Rev2D/bin/rev2d.js). Ask the agent to
call rev2d_guide first. Without MCP, any agent with a shell can drive the CLI instead: every
command has --json, and AGENTS.md is the agent's guide.
| Group | Tool | Purpose |
|---|---|---|
| Learn | rev2d_guide |
Quickstart for AI authors: conventions, workflow, address grammar, recipes. Call first. |
rev2d_schema |
JSON Schema of the model, or of one part of it (Part, Binding, Physics, ...) |
|
rev2d_docs |
The bundled docs: spec, ops, cli, mcp, recipes, interop, avatar, architecture, examples, agents | |
| Check | rev2d_validate |
Diagnostics with JSON pointers, stable codes and fix hints |
rev2d_info |
Outline: parameters and what they drive, bone tree, warps, parts, bindings, IK, physics, animations | |
| See | rev2d_render |
One pose as an inline PNG, with overlays, IK reach and warning notes |
rev2d_sheet |
One captioned grid: an animation over time, 1–2 parameter sweeps, or an overview of every parameter | |
rev2d_diff_images |
Pixel diff of two PNGs, with the differences drawn in red | |
| Measure | rev2d_inspect |
Exact numbers for a pose or a series of times: bones, part bounds, IK, physics, mapped points, track tables |
rev2d_analyze |
A whole animation checked at 60 fps: ranges, physics clamping, IK snap risk, events, loop seam | |
rev2d_hit_test |
Which parts cover a canvas point, top-most first | |
| Edit | rev2d_apply_ops |
Atomic, validated edits by id (16 ops: add, bind, bind_warp, follow, recolor, compose, ...) |
rev2d_create_model |
A new model from blank, empty or an example template |
|
| Editor bridge | rev2d_editor_state |
What the human sees: open model, workspace, pose, time, layers, selection, view |
rev2d_editor_command |
Drive the editor: open a file, set parameters, play, seek, select, overlays, focus, message | |
rev2d_editor_screenshot |
A PNG of exactly what the human sees |
Arguments and results for every tool: docs/MCP.md.
The live editor bridge: the AI works in the window you are watching
The human opens the editor; the agent edits the file and drives the view from its own terminal (or over MCP). These are the commands from the demo:
# the human
rev2d edit hero.r2d.json # http://127.0.0.1:4777
# the agent
rev2d ops hero.r2d.json --op '{"op":"recolor","parts":["hairBack","hairBackStrands","hairSideR","hairSideStrandR","hairSideL","hairSideStrandL","hairFront","hairFrontStrands","hairFrontShine"],"hsl":{"h":-120,"s":0.25,"l":0.05}}'
rev2d editor command --params AngleX=25,EyeLOpen=0,MouthOpen=0.6
rev2d editor command --play talk
rev2d editor screenshot -o out/seen.png # a render of exactly what the human sees
rev2d editor state # open model, parameters, time, layers, selection, view
rev2d editor command --message "Hair is teal now, pose set, talk played."
rev2d editor command --open models/cat.r2d.json # switch the editor to another model in its workspace
- The AI sees what you see:
editor state(parameters including the editor's own physics results and the sliders you pinned, time, animation layers, selection, visible region) andeditor screenshot(rendered by the same renderer asrev2d render). - The AI drives the view: parameters, play / pause / seek, animation layers, selection, overlays, focus, messages, and which file is open.
- No lost edits. If the agent writes the file while you have unsaved edits, your next save is refused (HTTP 409) and you choose to reload its version or overwrite it.
Try these prompts
Make a cat mascot with rev2d: a head turn, a blink and tail physics. Verify it with sheets and
analyze.
Create
cat.r2d.jsonfrom the blank template and give it a blink: anEyeOpenparameter bound to the eye, and a 0.4 sblinkanimation. Before you say it's done, show me a sweep sheet, an animation sheet and theinspectnumbers for the closed eye.
I have the editor open on
hana.r2d.json. Make her hair teal, turn her head to AngleX 25 and playtalkso I can watch, then take a screenshot of what I see and tell me what changed.
Put a small hat on hana that stays on her head when she turns (use the
followop). Prove it with an AngleX × AngleY sheet andinspect --pointnumbers for the hat's anchor.
Analyze every animation in
robot-arm.r2d.jsonfor IK reach, physics clamping and loop seams. Fix what you find with ops, and show me before/after sheets.
Turn
my-character.pnginto an avatar with therev2d avatar ...commands (readrev2d docs avatarfirst). Show me the review sheets and tell me which landmarks you are least sure about.
Why it works
Diagnostics an agent can act on. Each problem names the exact place in the file, a stable code and the fix. This is real output for a model with two typos:
$ rev2d validate blob.r2d.json
FAIL blob.r2d.json
error /parts/0/parent unknown-parent unknown parent "bodyWarpp" (must be a bone or warp id) → did you mean "bodyWarp"?
error /bindings/1/target invalid-target bone has no property "scaleYY" → did you mean "scaleY"?
2 errors, 0 warnings
Deterministic renders. No GPU, no browser, no clock, no randomness: the same model and inputs
give byte-identical PNGs and GIFs (the test suite checks this). A before/after rev2d diff means
something, and a render is evidence rather than a guess.
Numbers, not just pixels. Looking is expensive and vague; numbers are cheap and exact.
AngleX > 0 should turn the face toward the screen right, and inspect confirms it: at
--param AngleX=30 the mouth center of the hana example moves from [256, 321.9] to
[286.9, 322]. analyze reads a whole animation without watching it. On hana's idle loop it
reports that no hair physics output is ever clamped, that the loop seam is 0% different, and which
parts leave the canvas.
Avatar from one illustration
Rigging a character usually starts with a layered drawing. Rev2D can also start from one flat
picture, ideally a front-facing bust on a transparent background. Someone places landmarks on it
(the head, the eyes, the mouth, the hair strands, the body), and Rev2D cuts the picture into layers
along them, fills in what was behind each layer, and generates an ordinary Rev2D model. The model
blinks, talks, turns and tilts its head, breathes and sways its hair, and it comes with physics,
six animations (idle, blink, talk, nod, look_around, sweep) and review sheets.
rev2d avatar new picture.png avatars/hana # project: source.png + a draft avatar.json
rev2d avatar vision-check make avatars/hana/work/vision # can the agent read coordinates? (then: score)
rev2d avatar grid avatars/hana --region 180,220,260,280 # source-pixel grids to read landmarks from
rev2d avatar validate avatars/hana # what is missing or wrong, with hints
rev2d avatar overlay avatars/hana --part eyes.imageLeft --zoom # the landmarks on the picture
rev2d avatar build avatars/hana # layers + avatars/hana/hana.r2d.json, checked for folds
rev2d avatar poses avatars/hana # review sheets: poses, turn, eyes, mouth
An agent repeats validate, overlay, build and poses until the sheets look right: closed eyes
without a trace of the iris, a turn and a tilt that neither tear the picture nor cut the chin, hair
that sways while the face stays still. Closed eyes and mouth shapes can also be drawn by an
image generator (rev2d avatar variants request|import|status, only with the owner's consent);
Rev2D checks each drawing and uses it in place of the mesh deformation. Text in kana, Hangul or romaji
becomes lip-sync motion on MouthOpen / MouthForm. Projects from Mesh Avatar Studio, the
open-source (MIT) tool that inspired this workflow, import with rev2d avatar import-mas; Rev2D's
builder is its own implementation. Only use pictures you made or may use. Rev2D itself uploads
nothing; an AI task you start sends the picture to that AI provider (and, for drawn variants, to its
image generator).
In the editor, rev2d edit avatars/hana opens the project in Avatar mode: the illustration
with a handle on every landmark, a list of the parts with their problems, and a live preview with
Pose, Lip Sync and Selected pages that follows every drag. A new avatar starts from the start
screen or File > New Avatar from Illustration…: drop a PNG, then let the AI place the landmarks or
place them yourself. Save writes avatar.json and recompiles the preview; when an outline that cuts
the layers moved, a banner offers Save and Rebuild Layers. The Drawn Variants section lists every
closed-eye and mouth variant with a thumbnail and its state, lets an AI draw them (Draw with AI…,
after it says that the illustration goes to the provider's image generator) and imports drawings
you made yourself. The full guide (every landmark, the
generated parameters, drawn variants, lip sync, common problems) is
docs/AVATAR.md, also as rev2d docs avatar.
The editor
rev2d edit opens a web editor (React 19 + WebGL2) at http://127.0.0.1:4777. It evaluates models
with the same core as the CLI. Its look follows iOS and iPadOS: the canvas fills the window, the
controls float above it on translucent rounded panels, there is one blue tint, and it comes in light
and dark (or follows the system). The interface speaks English, Korean and Japanese, following the
browser language (docs/DESIGN-SYSTEM.md).
| Modes | Rig for models (below) and Avatar for avatar projects (above); the toolbar switches between them once a project has a built model. |
| AI panel | The sparkles button: Codex or Claude Code works on the open model or avatar while you watch (below). |
| Live reload | Changes on disk from the AI, the CLI or a text editor show up at once. Edits made in the editor are written back to the same file. |
| Parameters | Sliders by group (the outliner search filters them too). Pin a physics output to hold it; double-click a slider to reset it. |
| Viewport | Zoom and pan, click to select parts and bone joints, overlays for bones, mesh, warps, bounds, labels and grid (B M W X L G), and hide parts in the preview (H). |
| Timeline & layers | Play, loop, speed, physics on/off, keys per track, and extra animation layers with weight, add, start and once. |
| Outliner & inspector | Rig tree, parts in draw order, warps, parameters, animations, bindings, IK and physics. Edit any object as JSON (Ctrl+Enter applies it), and watch live IK and physics diagnostics. |
| Problems & undo | Validation diagnostics as you edit; undo and redo for inspector edits. |
| File menu | New… (Alt+N), New Avatar from Illustration…, Open… (Ctrl+O), Open Recent, Save (Ctrl+S), Save As… (Ctrl+Shift+S), Import from computer… (or drop a model .json with its PNGs, or a Spine export), Import Live2D motions…, Download copy, Export PNG of the view, Export to ▸ Spine… / Live2D motions…, Reload from disk, Close. |
| Start screen | New model, Avatar from an Illustration, Open, Import, recent files, and example cards (hana, robot arm, slime, textured, minimal) that copy an example into your workspace and leave the original untouched. |
| Safety | An edit is saved as you make it. If a write fails (an invalid model, a conflict, a deleted file), the editor keeps your version and asks Save / Don't save / Cancel before New, Open, Import, Close or Reload replaces it. |
| Workspace | The editor works inside one folder: rev2d edit [model or dir] --root <dir> (default: the model's folder, else the current one). It opens, creates, saves and imports only there and refuses paths outside it, including through symlinks. Without a model it starts on the start screen. |
Press ? in the editor for every shortcut.
The AI panel
The editor can run a coding agent itself. Open the AI panel (the sparkles button), pick Codex or Claude Code, and type a request or pick a suggestion: the agent works in the workspace, and the panel shows its messages, the commands it runs, the files it changes and its to-do list, with Stop and follow-up messages. The model or avatar it writes reloads at once. Avatar mode uses the same panel for "Let AI Place Them" and "Ask AI to Fix This Part".
- Requirements: the Codex CLI (
npm install -g @openai/codex, thencodex login) or Claude Code (runclaudeonce and sign in), installed and logged in on this computer. The agent runs with your login of that CLI. - Local only: the agent endpoints exist only while the editor listens on a loopback address (the
default). With
--hostthey are off unless you add--allow-agent, which lets every machine that reaches the port start runs with your login. - Protected: every request needs a per-server token that a foreign web page cannot send; the agent works inside the workspace with a read-only or workspace-write sandbox, and image generation (Codex) stays off unless you switch on Allow Image Generation.
- Windows and Codex: if Codex cannot start commands (its "elevated" sandbox is not set up), the
panel offers a one-click switch to the unelevated sandbox; the same setting is
rev2d edit --agent-codex-sandbox unelevated.
Protocol, security model and troubleshooting: docs/AGENT-BRIDGE.md.
Rev2D MCP Fragen
In welchem Format liegen die Rigs vor?
Ein Rig ist in einer einzelnen JSON-Datei enthalten, die Parameter, Bones, Warp Deformer und Animationen umfasst.
Benötigt der Renderer eine GPU oder einen Browser?
Nein, es handelt sich um einen deterministischen Headless Renderer, der in reinem TypeScript geschrieben wurde und weder eine GPU noch einen Browser benötigt.
Kann ich Spine- oder Live2D-Dateien importieren?
Ja, Spine-Skelette können als Modelle importiert und in Spine Runtimes exportiert werden, und Live2D-Motion/Physics sind in beide Richtungen kompatibel.