Progressive schema help
Agents start with meshedit_scene (including on-demand guide: "mesh" | "animation" | "export"), then inspect exact per-operation contracts and examples via meshedit_mesh_help and meshedit_operation_help.
Native WebMCP 3D Asset Studio
Open MeshEdit in a WebMCP-capable browser and let your AI agent model low-poly geometry, unwrap UVs, bind skeletons, keyframe walk cycles and verify game-ready GLB exports alongside you in the same live tab.
MeshEdit registers 24 structured meshedit_* site tools on the browser's document.modelContext API within a compact sub-62 KiB discovery catalog. There is no stdio wrapper to install, no localhost WebSocket, no pairing token and no arbitrary script execution.
Agents start with meshedit_scene (including on-demand guide: "mesh" | "animation" | "export"), then inspect exact per-operation contracts and examples via meshedit_mesh_help and meshedit_operation_help.
Instead of paging raw vertex arrays, agents query edge loops, rings and regions with meshedit_mesh_read (kind: "select"), dry-run edits, and commit multi-step mesh, rig and animation builds in one undoable meshedit_batch.
meshedit_mesh_review renders labeled front/side/three-quarter PNGs with overlap and UV diagnostics, while meshedit_animation_check compares decoded GLB joints and skinned polygon vertices against source poses.
meshedit_design_edit and meshedit_design_checkpoint persist semantic component briefs and hashed review snapshots inside the project, and meshedit_game_asset packages a 5-file Three.js meshopt bundle.
meshedit_* tools.chrome://flags/#enable-experimental-web-platform-features (or launch with --enable-experimental-web-platform-features --enable-features=WebMCP) so document.modelContext is active, then open Agent studio.expectedRevision, human strokes reject stale agent writes, and clicking Disable agent access immediately unregisters all site tools for the tab.Building blocky voxel characters, MagicaVoxel .vox props or Sandbox VXM/VXR rigs with an AI agent? Visit MeshEdit's sister WebMCP voxel studio at voxedit.xyz/agents/.
Use the WebMCP meshedit_* site tools in my open https://meshedit.xyz/ tab. Call meshedit_scene with guide:"mesh", create a stylized low-poly scout character using lofts and connected extruded limbs in an atomic meshedit_batch, bind it to a hierarchy of joints, inspect multiview PNGs with meshedit_mesh_review, and leave it open in Modeling for me to tweak.
Inspect my open MeshEdit document with meshedit_scene. Check UV diagnostics on each visible mesh with meshedit_mesh_read kind:"uv_diagnostics", mark clean uv_seam cuts, unwrap and pack UV islands, then run meshedit_game_asset action:"check" target:"web" and summarize triangle counts, draw calls and texture usage.
Read meshedit_scene with guide:"animation" on my open MeshEdit rig. Author a readable looping walk cycle using sparse keyframes or procedural gait, render a pose sheet with meshedit_animation_preview, and run meshedit_animation_check to verify loop closure, foot contact and decoded GLB polygon deformation.
No. MeshEdit registers its meshedit_* tools directly in the open browser tab through WebMCP (document.modelContext). There is no local daemon, HTTP endpoint, pairing token or external cloud backend.
Codex's built-in browser supports WebMCP site tools when Settings → Browser → Permissions → Enable site tools is turned on. Chrome and Chromium agent browsers also expose document.modelContext when experimental web platform WebMCP flags are enabled.
Yes. Every agent write validates against the current scene revision and commits through the exact same transaction history as human edits. One meshedit_batch call becomes a single chronological Cmd/Ctrl Z undo step, and you can disable agent access at any time.
Agents query exact schemas via meshedit_mesh_help and meshedit_operation_help, select topology loops with meshedit_mesh_read, render multiview PNGs and overlap checks with meshedit_mesh_review, verify decoded GLB skin motion with meshedit_animation_check, and record hashed design checkpoints.
MeshEdit specializes in polygon game assets, UVs, skinning and GLB delivery. For voxel modeling, MagicaVoxel .vox files and Sandbox VXM/VXR rigs with WebMCP site tools, use VoxEdit Web at voxedit.xyz/agents/.