3dCMS

info.3dcms/mcp

Build a real 3D website by chatting: pages, models and text in space, published to a live URL.

Yes, your AI can use this right now.Answered a live MCP handshake in 484 ms with no sign-in needed and exposes 13 tools.

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URL: https://3dcms.info/mcp

13 tools, verified live

Pulled straight from the server with tools/list on 2026-10-17.
list_scenesread-only

Use this first when the user mentions their 3dCMS scenes, a site they built with 3dCMS, or wants to edit, publish or check something they made. Lists the 3D scenes saved in their 3dCMS account (editable "sources"), newest first, 40 at a time. Returns each scene's id, name, page count, last-updated time and (when published) its site slug. Pass `q` to search by name or slug instead of paging through

probe_lightingread-only

For one world point, the contribution of EVERY light in the scene, computed from the saved scene (no render, instant): each light node in reach with its value (three's falloff and spot cone, from the node's WORLD position and aim), the studio sun or the live sky, and `ambient` = lighting.env.intensity NAMED as a term, sorted by contribution, plus a `why` on each light that does not reach (out of r

probe_framingread-only

Read a saved camera (cameraId), or an exact pose, as a visitor sees it at the screen shapes they actually have (16:9 desktop and 9:16 phone by default), against the rules a photographer and a web designer use. A PAGE shot (a page's own camera, its arrivalCameraId or a camera inside the page, with the card in view) should hold the whole card on every screen, most of the width, within 60 degrees of

design_reviewread-only

A designer's critique of a scene (or one page with pageId) against its BRIEF: what it is for (settings.design, or, when none is declared, what it reads as and why), its palette (dominant, secondary, accent, harmony, temperature, key, and whether that serves the intent and the mood), text contrast, heading hierarchy, every arrival and entry shot judged by probe_framing, wayfinding, the light's key

upload_asset

Put a file into the account's asset library and get back its /assets url to use in apply_ops (a glb on a geometry node as data {primitive:"imported", assetUrl}, an image in materialMaps or a webImage src, an mp3 in an audioClip: data.audioClip = {src, volume 0-1, loop, mode, muted} on any node; get_scene reports it as `audio`). A `url` may be a picture (JPEG, PNG, WebP, GIF, AVIF, up to 12 MB), a

compose_surface

Make a flat surface that looks PRINTED ON a real material: a quote on a stretched canvas, a poster, a shop sign, a label, a plaque, a book cover. Start from a `base`: a texture set from the library (`setId` from list_assets; tiled at `tileSize` meters, or `mode` "stretch" for a whole-sheet scan), explicit `maps` {baseColor, normal, ormh} urls, or a flat `color`; `tint` re-colours the base and keep

measureread-only

Measure nodes in a saved scene (analytic, instant, no render). For each node in nodeIds: its world centre, its size along its own axes after every scale above it, its world bounding box, and `clearance`: the nearest visible thing in each world direction (+x, -x, +y, -y, +z, -z) that overlaps it across that axis, with the gap in meters (how far a frame hangs off its wall, how much room a camera has

get_sceneread-only

Read a compact, high-signal summary of one scene: its nodes (id, type, name, parent, position, rotation [euler radians], scale, primitive, real `size` under the keys `data` takes (width/height/depth, radius, height, tube: write it back as patch.data as-is), assigned material; an imported model also carries its bounds {min,max}, size [w,h,d] and assetFile, the tail of its list_assets url, so a fram

create_scene

Use this when the user wants a 3D website, a walkable portfolio, a product showcase, a gallery, an exhibit, an event page or any interactive space they can share as a link. Creates the scene in their 3dCMS account and returns its id; then build it with apply_ops. With copyFrom it is a full COPY of one of their scenes (Save As), the way to try a big change on a new version while the original and it

apply_opscan modify

Use this to build or change a 3D scene: add rooms, text, pictures, links, models, lights, pages. Edit a scene by applying a batch of operations ATOMICALLY (all-or-nothing). Call this for any add / move / edit / delete / duplicate / group / reparent / re-material. Reference existing nodes ONLY by the id shown in get_scene — never guess ids. To create a node and then modify or parent it in the same

list_assetsread-only

Search the images, models and sounds in the account AND the shared public library (frames, props, texture sets; `scope` mine|shared|all, default all). A row with shared:true is copied in first with upload_asset {assetId}: place the url that returns, never the shared one. This is how you TEXTURE something with what the user already owns: search for the look you want, take the `url` of the result, a

get_scene_screenshotread-only

Render the scene server-side (real WebGL, headless) and return screenshot image(s) — your EYES on the scene. Use it after apply_ops batches and after probe_framing, and judge each image as a photographer and a web designer would: one clear subject, on a third (for a page's own camera, the whole card at a readable angle); the horizon off the middle; the eye at a standing height; text legible and on

publish_scenecan modify

Use this when the user wants their scene live as a public link to share, or to update one already live. Publish a saved scene to a PUBLIC, shareable URL so anyone can view it in 3D in a browser — no login required. PUBLISHING IS PARTLY IRREVERSIBLE: the URL is submitted to search engines (IndexNow) the moment it goes live, so it may appear in results even after a takedown. ALWAYS confirm with the

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